Commit Graph

3380 Commits

Author SHA1 Message Date
Tad Hardesty 2e2b816a36 Fix stray space area on RuntimeStation (#39935) 2018-08-27 15:48:20 -04:00
Jordan Brown 19f649e05c Merge pull request #39908 2018-08-26 17:14:02 -04:00
Tad Hardesty 9dda9d592a Fix rogue var on PubbyStation 2018-08-25 14:02:25 -07:00
Tad Hardesty ac2d857da0 Fix Build Your Own Shuttle crashing the server (#39886) 2018-08-25 14:42:24 +03:00
Tad Hardesty ba887b39ed Refactor status displays 2018-08-25 01:34:30 -07:00
Tad Hardesty 141f558102 Fix atom ordering problem in map files (#39889)
Fixes a major mapping error introduced in #39816 and adds handling to the map merger to prevent it from happening again.

Keys need to be ordered movables, then turf(s), then area, otherwise our map reader acts weird. In-game this manifests as floor being placed in the dirt's underlays, such that after floor is crowbarred to plating the floor is still visually present (this is how I noticed the problem).

Fixes #39888.

Some map files still have stacked turfs. Our map reader supports this but it tends to cause other problems (e.g. atmos) so I'll try to look at those in the future.

X=$(find _maps -name '*.dmm'); tools/hooks/python.sh -m convert $X
2018-08-25 17:48:24 +12:00
AnturK bd72eb3371 Refactors exports and pirate loot gathering. (#39749)
* Pirate export

* Stuff

* ATTEMPT TWO

* Vault area was removed look for control terminal here.

* Fixes and improvments

* cb stuff
2018-08-24 12:50:53 +03:00
81Denton 2087e315b9 Adds confessional intercoms to Delta/Pubby, cleans up dvars and wrong freqs/settings (#39831)
* Adds confessional intercoms to Delta/Pubby

* Fixes confessional radio freqs

* Removes dvars, changes default intercom name, fixes wrong freqs

* removes blank line, renames default station intercom
2018-08-23 20:52:17 -04:00
Jordan Brown e3287bfc09 Merge pull request #39813 from AutomaticFrenzy/patch/ctf
Disable CTF emitters until CTF occurs
2018-08-23 10:07:26 -04:00
WJohn 85c1fb9b0d Removes now obsolete floorgrime path and icon (#39816)
* Removes now obsolete floorgrime path and icon

* Whoops.

* Fixes me being a dummy.
2018-08-22 14:57:28 +03:00
Denton b485debd55 Fixes Meta disposals junction 2018-08-21 16:16:08 +02:00
81Denton 7a52e44b0d Add ore silo examine message, add it to runtimestation (#39792)
I added an examine message to the ore silo:

    [src] can be linked to techfabs, circuit printers and protolathes with a
    multitool.

Also added it to runtimestation, which required me to expand the area a little.
2018-08-20 23:24:36 -07:00
Denton 03ed4b716b I love me some map merge conflicts 2018-08-20 22:26:06 +02:00
Denton 8a2ec0d3aa Merge remote-tracking branch 'tgstation/master' into disposal_destinations_v3 2018-08-20 22:01:21 +02:00
Denton b10d2d67f7 hmm 2018-08-20 21:59:46 +02:00
XDTM d9e691f393 [Ready] [Reviewed] Nanites 2 (#37922)
* Adds programmable nanites to robotics

* Oh yeah i might want to actually PR the files

* nanite injectors, nanite printer, nanite analyzer

* We're back

* remove some reagent stuff

* more removal

* those too

* cool icons!

* might pass travis now

* lotsa code

* tgui fixes/misc fixes

* WE'RE FUNCTIONAL BOYS

* some ui stuff

* Misc fixes, cloud update, access nanites

* activation check

* stuff

* preparing for new chamber sprite

* Physical backups, sensor nanite programs

* techweb sensor nanites

* fix

* include

* fix again

* revert

* blinding nanites

* minor change

* minor tweaks

* makes minor shocks interfere with nanites

* fix

* split trigger file into the others, for consistency

* cleanup, added mindshield nanites to techwebs

* include n all

* how'd that even happen

* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program

* cost tweaks

* better term

* new icon! by MrDoomBringer

* icons/tweaks

* tgui build

* boards

* fix

* fixes implants not updating mindshield status

* move implant hud to living

* new remote sprite

* scanner sprite

* biotype checks

* some nerfs

* new open chamber sprite

* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors

* correction

* nerfs antistun nanites

* fixes scanners and minor tweaks

* fixes revs with mindshield

* oh yeah haha

* Fixes wonky techweb

* Moves pyro program to weapon node

* Adds defib program and some investigate logging

* mistype

* fix

* fix2

* save your files before committing

* emps can desync from cloud

* pretty outdated

* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.

* UI fix

* more fix

* okay fix for real

* tested and working

* Extra Settings rework, sensor nanites vastly better

* non-unique glitches

* Public chamber, extra settings rework, new sensors, speech program

* Mute and mind control nanites

* mind control into hazard

* better description

* fixes

* fixes relay nanites

* fixes TK access

* mind control costs less

* UI update

* removed pointless code bit

* tgui build

* compiles

* dammit

* paralysis keeps victim upright

* Adds sounds to consoles

* some feedback for some subtle effects

* new chem lore

* Viral nanite customization

* fix

* tgui build

* Added mitosis nanites

* removes glitched nanites from techwebs

* Added flesh eating nanites, poison nanites, hallucination nanites

* ,

* #traviscoding

* Adds memory leak, renames nanite roam node to nanite smart

* Voice sensor + some techweb desc tweaks

* hallucination and Hear() fix

* changes signal registering to the new method

* 75% done, i think

* should be all

* more fix

* more changes

* okay should be fine now

* ninja

* inheritance

* i don't care about originality!

* line endings

* line endings 2

* maybe

* fixes program installation

* new review

* line endings?

* line endings??

* line endings???

* wait do i even use this

* fixes public nanite chamber cloud id

* maint overlay for chambers

* args doesn't work well here

* antiabuse checks

* compile tho

* fixes locked remotes

* disk renaming

* skull echo nanites

* self scan program

* Condenses a lot of sensors into a few generic but customizable versions

* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.

* forgot to save

* empty

* metastation nanite lab

* Removes duplicate APC

* fix for nanite chamber

* Raise max programs

* UI Tweaks, aggr. replication rebalance, minor fixes

* let's not do that again

* Fixes nanites meta merge conflict

* Merge conflict v2

* fuck this HDD is slow

* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.

* Adds virus symptoms that interact with nanites

* Fixes spreading nanites being more infective the more protection the victims have

* Review plus public chamber tweak

* . = ..()

* ball

* cloud

* . = ..()

* always press save all before committing

* missed a couple
2018-08-20 14:46:04 +03:00
Tad Hardesty 04ef961531 Disable CTF emitters until CTF occurs 2018-08-20 03:07:57 -07:00
WJohn c5f7f68d36 Updates titanium and plastitanium floor sprites. (#39723)
New titanium floors! The intent here was to reduce the eye strain that the current max saturation fuckbois have, and make some floor tiles people might actually consider using. Right now the options are still pretty limited with blue, yellow etc only coming in full tiles, and I expect this will remain so until an actual greyscale rework comes along that shrinks the file size down from its bloated 4,000 sprites to something more reasonable and modular. Decals, perhaps?
2018-08-19 23:49:01 +12:00
octareenroon91 1c5ba92ecf Fix 'Medical Delivery' windoor in Pubby (#39738)
MULE delivery windoor in the morgue had kitchen access. Changed it to morgue.
2018-08-17 17:09:53 -07:00
81Denton 4fc4528258 Runtimestation tweaks (#39708) 2018-08-15 12:42:07 -07:00
zxaber 3f487a2fef [READY] Adds ability to give airlocks one-way unrestricted access (#39147)
* Code to doors.dm for airlocks with unrestricted sides

* Code to airlock_electronics.dm supporting airlocks with unrestricted sides

* Code to door_assembly.dm supporting airlocks with unrestricted sides

* Adding buttons to airlock electronic gui for unrestricted direction access

* Update airlock_electronics.dm

typos in comments are still typos

* Tgui support for arbitrary unrestricted access

* Cleaner way of calling unrestricted_sides()

Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).

* Missed a test variable

* Replaced a block of if statements with get_dir

Re: SpaceManiac

* Simplified XOR operation

Re: SpaceManiac

* Changes order from NESW to NSEW (for get_dir)

Re: SpaceManiac

* Re-built using changes to airlock_electronics.ract

* Added unres overlays, fixes overlay/power actions

Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.

Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.

* Makes overlays respond to power outages

The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.

* Makes the Airlock update overlays when built

Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.

* overlays.dmi -- removing to replace

I can't just edit the code of an image file, can I?

* new overlay file with the four unres indicators

* Set medical doors to use this feature

Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.

* Revert "Set medical doors to use this feature"

This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.

* Updates medi-doors in maps

let's try this again...

* Did this tgui.js get overwritten?

juggling too many testing build folders is hard

* reverting momentarily

* Re-adding tgui.js changes

* pushing tgui.css too

Didn't realize this file also got changed by the script

* rebuilt the tgui.js file

* repushing the unchanged tgui.js again

I hope I'm not email-spamming people with this

* .css too

* Re-applying tgui.js changes

* added mapping helpers

little green arrows that set unres settings on airlocks and then poof

* removal of comments

unneeded code

* Adding helpers to all maps

Removed the var edit, as well

* Changed airlock.dm to use defines

Also removed an unneeded "src" from four lines.

* New .js and .css file to fix RPD issue

Boy I love tgui

* Removing define defines

Didn't know these were coded elsewhere. Neat.

* Mapmerged again, as requested

* Clean up maps
2018-08-14 22:13:55 +02:00
81Denton 2f247df523 Move CentCom recovery shuttle further south (#39689)
The CentCom recovery shuttle (where escape pods dock) is so close to the space
ninja prison that players can see indestructible wooden walls from it.

I moved it a little further south, so it's not as immersion breaking.
2018-08-14 13:12:31 -07:00
WJohn 6b09838362 Make shared engineering storage on Meta slightly prettier (#39681)
Who thought that putting disconnected atmos border tiles in the middle of the
room was a good idea?
2018-08-14 12:52:41 -07:00
Denton 6b9dbac489 Adds det office junctions 2018-08-13 16:17:21 +02:00
Denton 726e9e8d98 Properly fixes Delta mail sorting
dv
2018-08-13 09:31:01 +02:00
Denton d6528b1e87 Merge remote-tracking branch 'tgstation/master' into disposal_destinations_v2 2018-08-12 21:41:54 +02:00
81Denton d7ec70e002 Add more wiki books/manuals (#39651)
I added /wiki manuals for the following:

  - Tcomms
  - Atmos
  - Circuitry
  - Toxins
  - Medicine/Medbay
  - Surgery
  - DIY grenades
  - Food

Should give new players an easier time since they won't have to tab out to a
browser and search the wiki.
2018-08-12 12:39:09 -07:00
Denton 0def32c772 [DNM] Adds more destination tagger locations 2018-08-12 21:20:26 +02:00
WJohn 54add3692d Add zombies to box whiteship (#39643)
These, like in the other ships, are pretty weak (meta still has the strongest
monsters, but it's also the most well stocked ship). These zombies have no
infection chance, 60 hp instead of 100, and do 11 damage instead of 21 (could
be raised to 15, if you guys want). And like the other ships there are 4
monsters on it.
2018-08-11 12:25:51 -07:00
Denton 41a77ff16d Adds more wiki books/manuals 2018-08-11 14:14:46 +02:00
ShizCalev 600586c72b Fixes var set lists on maps (#39615) 2018-08-09 17:04:25 -04:00
nicbn dd88c7bcc1 Mapping changes to BoxStation's science (#39318)
Circuitry lab is no longer isolated from the rest of science, being moved to
the RnD section;

    Because circuitry was too isolated and actually felt out of place.

There is now a firing range;

    Because without the circuity lab there was extra space and as Box didn't
	have a firing range in science so I added it.

Atmos machinery moved to the place that uses atmos machinery (toxins);

    Because everytime you'd like to mess with toxins using machinery you'd have
	to grab the cannister of gas mix at temperatures hotter than the surface of
	the sun and take it to the area that was supposed to be used for testing
	guns and other non bomb things. Like in real life, dangerous things are
	supposed to be contained in the dangerous area so that damage can be
	minimized. And like in real life, things should be near the places that
	require such things to be used.

Experimentator is a little less isolated as now it's more like a part of the
RnD section.
2018-08-08 20:29:18 -07:00
WJohn 77e44d8ddc Redesign the pirate event ship (#39565)
It was my first ship where I started to delve into shuttle atmos and power and
it really, really showed.

...So this one's a lot less shit!

RIP prolapsed anus fuckin' turbine coming out the back, wasted space, and
fucking atmosia(??) room that had no place on a pirate event ship.

Armory equipment is unchanged. Turrets are syndicate laser type (on pirate
faction). They do less damage, but have the option to stun and there are two
that cover the front as well, now, should hopefully feel about the same in
terms of protection.

Added a med wall vendor to the armory.
2018-08-07 01:47:49 -07:00
81Denton 6afc4533e1 Various mapfixes (#39541)
* Omega atmos lockdown button no longer has bar access reqs
* Pubby disposals conveyors now have the correct dirs
* Pubby's service techfab is no longer inside a wall
* Pubby's disposals loop is no longer cut off near the RD office
* Lavaland seed vault chem dispenser now initializes with upgraded parts, since
  those planty bastards are stuck in there and can't even upgrade/charge it etc
* Meta's SME cooling loop now has grilles that partially cover it. Nothing that
  will stop a meteorite, but probably the odd space dust
2018-08-04 16:41:53 -07:00
WJohn 22b13acac7 Refactors syndicate simple animals. (#39531) 2018-08-04 01:25:26 -04:00
Emmett Gaines 20c8540b02 Fixes pods not reaching centcom (#39526) 2018-08-03 13:47:14 -04:00
81Denton 2eab2ab00f Adds scrubber pipenet to lavaland mining base, fixes two Meta tiles (#39490)
* Fixes merge conflicts

* Removes z-layer 3 scrubbers from the premises

* Fixes Meta engineering floortiles
2018-08-03 13:30:52 -04:00
81Denton 5b37938f6c Lavaland Syndie base tweaks (#39472)
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:

Chemistry related changes:

* Made the testing chamber airlock heatproof and added scrubbers/vents to
  restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
  Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
  for strange reagent/life reactions. If syndies are clinically bored, they can
  use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
  experiment with more chemicals and gives miners an incentive to come inside.
  Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
  let players build more machinery and beakers for grenades.

Other changes:

* I added a cabinet with syndicate documents to the vault - this is valid for a
  10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
  a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
  gases quickly.
2018-08-02 19:11:34 -07:00
Emmett Gaines e248d342b8 Removes the shuttle timid var (#39445)
Now that shuttles are all loaded via template we no longer have a need for the
timid var on shuttles.

Well not all shuttles, it seems I forgot to template the backup shuttle so it
wouldn't have been working until now. This got fixed here as well.
2018-08-01 21:19:16 -07:00
granpawalton d62e121ec1 Add pipe dispenser to pirate ship (#39497)
done as per player request, complaint was that it was inefficient unless you
steal the mixer off of the ships distro, this keeps the ship theme of
"outdated" while allowing players to make the improvement they want without
dismantling distro.
2018-08-01 15:23:52 -07:00
WJohn b49221bb7c Tweak the delta white ship a bit more (#39486)
Adds a gun recharger to the bridge and a few more windows. Originally this PR
was going to make it significantly more luxurious, but I didn't like how any of
it was turning out. So I opted to downgrade it to simply an NT frigate.
Slightly above standard than a regular ol' frigate but not by much. This ship
just isn't built for luxury.
2018-08-01 13:37:47 -07:00
granpawalton 80bf7286ee Fix minor pubby atmos issues (#39494)
round start atmos issues occured in: sci maint, Tcomms transit pipe room,
xenobio disposal in space

i'm not sure if the sci maint initial gas mix is intentional or not because it
had the var edited instead of an accidental use of /turf/open/floor/plating/-
airless but it causes a warning so i removed it
2018-08-01 13:36:56 -07:00
oranges eba2edf706 Merge pull request #39465 from AutomaticFrenzy/patch/laborstacker
Allow security to eject from gulag shuttle sheet stacker
2018-08-01 09:38:53 +12:00
granpawalton 86b578a3d2 [READY] Incinerator clean up and update (#39299)
Main goal: clean up atmos so it is more user friendly and up to date with its current uses
Side goal: provide the backbone of making tritium for the user while still requiring several edits to make it at a rate that can be used.
Reasoning: atmos can take a lot of math and a lot of trivial work to make it reach its end teir developements, so much so that many, especially newer atmos techs arent able to make anything tangible until around the 30 minute mark which is the length of most rounds that arent on low pop hours. When it comes to more advanced incinerators users the filter, scrubber, and mixer are all mandatory changes for a tritium set up which can become very boring and just function as a time gate between the start of the round and tritium to work with. These changes are meant to remove the less thought requiring parts of incinerator changes and encourage newer players to make their first exotic gas (similiar to how each department has a simple entry level job that a player can get hooked on to start). The changing in scrubbers and distro are meant to allow players to make many common changes without removing parts the scrubbers and distro from the room itself and the removing of the old piping for the same reason. Removing the old piping will also allow the room to be less cluttered after the incinerator user makes his or her changes. Toxins incinerator was also updated for universality
2018-07-31 11:17:37 +12:00
bgobandit 7df3ffb4db Fixes various small issues with moodlets; adds one for exercise. (#39437)
Adds a slight positive moodlet for working out, the same effect as reading a book

In the process refactors weight machines so they are actually object oriented, this creates map edits to Delta and Pubby as well as one ruin

Changes the message "Nothing special has happened to me" to something that is hopefully less immersion-demolishing.

Moodlet text for eating disgusting food no longer appears in positive green text
    Other various grammar fixes
2018-07-31 11:15:59 +12:00
WJohn c67a698c7e Meta whiteship redesign (#39438)
Redesigned the white ship for metastation, this one's a salvage/cargo vessel!
The salvage pod is currently missing, however, as it doesn't work right now.
I'll add it further down the line. This ship is also filled with a few syndies
protecting it, one of them is ranged, the others are unarmed melee.
2018-07-29 22:37:59 -07:00
Tad Hardesty c79aa1fd0f Allow security to eject from gulag shuttle sheet stacker 2018-07-29 21:06:09 -07:00
WJohn ad5bba43d5 Minor fixes for delta and box white ships. (#39423)
* Minor fixes for delta and box white ships.

* Anchors computer frames in the delta ship.
2018-07-29 11:01:37 -04:00
WJohn 7d2c657fca Rebalances syndicate and pirate simple animals take two! (#39424) 2018-07-28 21:04:25 +03:00
81Denton a15a26ce59 Spruces up Meta circuitry lab, adds mining station restroom (#39379)
Metastation: Spruced up the RnD circuitry lab; no gameplay changes.

Due to exemplary performance, Nanotrasen has awarded Shaft Miners with their
very own bathroom, constructed at the mining station dormitories. Construction
costs will be deducted from their salaries.
2018-07-28 00:39:27 -07:00