Commit Graph

368 Commits

Author SHA1 Message Date
Tad Hardesty aff11eaaa8 Give multiple copies of shuttles their own area instances (#39890) 2018-08-27 06:04:48 -04:00
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* pretty outdated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
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 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
WJohn 09c0f2a786 Redesigns Deltastation's white ship into a luxury NT frigate. (#39278)
Delta's white ship has always come off as too large, empty, and boxy to me, personally, so I set out to redesign it into something with an actual shape and more details!

Also, it's infested with starving giant spiders. They have half as much health and damage as their regular versions so they're not a complete nightmare to take out, but they're still dangerous to an unarmed explorer.
2018-07-23 22:56:38 -04:00
81Denton e04bdb402b Adds shared storage to Delta engineering, fixes access reqs (#39193)
* Adds shared storage to Delta engineering, fixes access reqs

* Fixes Port Bow Solar access reqs

* Dirty vars

* Cycle links Delta gravgen airlocks, fixes minisat airlock

* Meta shared storage makeover, part 20
2018-07-21 15:23:13 -04:00
Emmett Gaines 9631eabbc3 Cleans up the forced gravity component and makes it use signals (#38962)
* Cleans up the forced gravity component and makes it use signals

* Suffer not a bool
2018-07-08 22:01:35 -07:00
Qustinnus 284f90a3ab Makes some requested changes to mood (#38851)
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl

oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
2018-07-08 13:50:54 +12:00
ShizCalev 89752866aa Merge branch 'master' into spellcheck 2018-06-26 16:43:41 -04:00
Tad Hardesty 9a5684556a Fix flags_1 overlap and VV, remove CTF deathrattle (#38711) 2018-06-26 16:38:04 -04:00
ShizCalev ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
Tad Hardesty 05107047dc Merge pull request #38098 from kevinz000/transit_space_refactor
Transit space refactor
2018-06-16 12:40:37 -07:00
ninjanomnom d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
Tad Hardesty 5f650ac7ac Replace area-wide fire overlay with reddening the lights 2018-06-08 14:17:16 -07:00
AnturK 8140d95758 High Gravity - First Draft (#38043)
* High Gravity - First Draft

* Replaces has_gravity defines for areas.

* Default gravity ztrait

* Adds some gravity effect and skips damage at gravity = 2

* Paralysis icon

* Antigravity grenades for some abuse

* Makes the damage treshold a define and makes alert description more accurate.

* Bluh
2018-06-08 15:48:07 +03:00
kevinz000 7bf86ed53f Refactors transit requests to turf_reservations. 2018-06-04 16:30:15 -07:00
Trevor Serpas 7f514db8d3 Circuitry lab changes (#38029)
* circuitry lab changes

* syndicate cell charger board
2018-05-26 00:29:19 -04:00
KorPhaeron f5e063414a Bag of Holding Rework (#38010)
* Bag of Holding Rework

* RCDs work on chasms

* No transit space nonsense

* Fixes runtimes

* No infinite chasm
2018-05-26 00:27:32 -04:00
Dax Dupont 92a811ee89 Adds VR Snowdin and Syndicate Trainer/VR Update roll up (#37915)
* Adds VR Snowdin and Syndicate Trainer

* Replace var edit

* I did forget to add a few

* Adds one full outfit spawn

* internals too

* closet

* Extends same Z level check to monitor and emping

* restricted uplinks

* camera bug fixes

don't talk about the bees

outfit changes

More items

outfit fix

* Adds vr sleepers to runtime station

* More mapping fixes

* Adds telecomms to taunt your enemies

* More restrictions

* Some fixes

* badabing

* More fixes

* emag related changes

* forgot the ract

* Additions

* griff resistance mode

* minor changes

* Removes old centcom away map

* Pushes you out of VR if you try to ghost

* this is :b:roke

* this shit is not :b:roke

* as requested
2018-05-24 17:31:18 -07:00
Dax Dupont 121c62f3d4 Murderdome, a VR experience project w/ general VR improvements (#37730)
* henk

* thunder

* Murderdome, The first VR experience!

* grammar

* map merged

* conf

* oops

* VR sleepers can no be contructed

* badabing badaboom

* VR landmarks now support outfits!

* Maps in vr_sleepers

* Fix
2018-05-17 18:13:46 +03:00
deathride58 cdf36c2c6f adds ambient occlusion as a client preference (#37406)
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.

cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
2018-05-08 10:06:44 +12:00
Armhulen ca273db3f0 Removes SCP_294 (#37326)
* aaah sweet essence

* bye bye sprites

* goodbye machine code

* bye bye blacklist entry

* whoops

* scp gone from runtime

* bye bye ract

* bye bye space ruin folder

* bye bye area
2018-04-26 03:05:41 +12:00
AnturK 66d9a4a0cf Removes /related area variable. (#37173)
* Removes /related area variable.

* area_contents begone

* doorstuff
2018-04-14 12:45:00 +03:00
Emmett Gaines 49d1e9ee66 Shuttles have additional baseturfs, and other minor baseturf changes (#36388)
cl ninjanomnom
fix: Shuttles have proper baseturfs now.
fix: Mineral walls properly use their baseturfs when destroyed/drilled.
add: A new engineering goggle mode allows you to see the shuttle area you're standing in.
admin: Buildmode works a bit better with baseturfs now and can properly only remove the top layer of turfs when editing. Note that as a result the order you place turfs is important and a wall placed on space means when the wall is removed there will be space underneath.
/cl

This adds an area hook for turfs getting the PlaceOnTop proc called so shuttle areas are able to intercept it and add a special turf used for determining where the bottom of the shuttle is. I'm not too certain on this being the best way to handle it but the alternatives restrict the kind of turfs that are allowed to be on shuttles which I didn't want to do as it was part of the whole intent of the baseturf change to allow any turf type on shuttles.

The alternative to the area hook would require a tool which attaches turfs to a shuttle which is why there's a shuttle area viewing tool in this pr. I considered doing it this way first but decided it was too clunky.

In addition to other changes:

Tiled/Reinforced floors have proper baseturfs now.

A large amount of the remaining ChangeTurf calls were swapped over to various baseturf helpers so, for example, mining doesn't create a lavaland turf if somehow the mineral wall is on plating.

Escape pods, the aux base, and syndicate drop pod have been converted over to shuttle templates as well.

The error when the timid var is set incorrectly has been changed to a stack_trace.

The change turf file has been made all lowercase as per standard.
2018-04-05 11:13:20 +12:00
Qustinnus 4911991f70 [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
2018-03-18 19:48:50 +13:00
Qustinnus 5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00
XDTM 3369627000 Adds the Ancient Cloning Lab ruin (#35976)
* code bits

* map bit

* template, some changes

* var cleaning

* Lore friendly desc

* Removes brine, uses traits instead

* fix
2018-03-05 01:09:46 -06:00
ShizCalev 3ada42aac3 Cleans up unused /area paths 2018-02-16 15:00:10 -05:00
MoreRobustThanYou 53422e4088 Adds a SCP-294 ruin (#35188)
* Add a SCP-294 ruin

* Convert map to TGM

* Add hostile mobs, random traps

* Add nanites

* Now now, we don't wanna blow ourselves up, do we, Jimmy?

* Blacklist blob chems

* make it harder

* Remove statue; use can_synth; name finder

* Fixup scp_294.dmm

* Fix traps

* Fix traps

* Add to POI list

* TGM-ize

* ruin remap

* damn tags

* Re-add mimics and traps

* New sprites by @militaires!

* Fix trap spawners spawning ctf protection thingys

* map fixes

* New sprite!
2018-02-10 18:39:27 -05:00
MMMiracles d72c564191 adds that farm your dad talked about sending your old pet catperson to so they could live out the rest of their lives free (#35168)
* adds a space ruin for where dad tells you they sent your pet catperson to live on a farm where they can be free and chase all the grayshirts they want

* dirty vars

* Vars

* changes windoor to proper subtype, removed extra circular saw

* area/space to area/ruin/unpowered, added gps tag

* in area/space nobody can hear you scream

* Update mrow_thats_right.dmm

if i scream, scream, scream, about a good man's life, would you ever stop and listen, would you open up your eyes

* cat
2018-02-07 21:23:13 -05:00
Tad Hardesty 35faafa8bc Refactor weather to use Z traits, assorted related cleanup (#34633)
* Add a proc for getting the station center

* Add a couple of comments to ZTRAIT defines

* Remove unused global_map list

* Refactor weather to use the trait system

* Un-hardcode the transit z-level

* Use Z traits to determine Portal Storm event areas

* Fix loading away missions containing anything that reads traits
2018-01-21 20:33:11 +01:00
WJohn fecaab87e9 Remaps the syndicate ambush space ruin. (#34621)
* Remaps the syndicate ambush space ruin completely.

* conflict fixes

* changes station_lock_override vars to lock_override

* banging donk
2018-01-20 23:02:03 -05:00
arsserpentarium d35f3da470 [READY]Circuitry lab (#34493)
* spelling

* base

* maps

* merge

* firealarm

* floor

* floor again

* if you insist...

* DV

* DV(2)

* DV(3)

* fuck

* fuck

* apc

* boxapc
2018-01-16 17:44:26 -05:00
oranges 387e09c08f Merge pull request #34319 from ShizCalev/travis-maps
Fails travis on common mapping mistakes
2018-01-17 09:36:15 +13:00
WJohn fec56e4923 Remakes the space syndicate listening post. (#34309)
* Remakes the space syndicate listening post. TGM in a second.

* TGM of the map

* Removes space suit from EVA.

* Removes bed and dirty var.
2018-01-15 14:17:04 +01:00
ShizCalev cdb53fcbe9 Fails travis on common mapping mistakes 2018-01-11 13:36:06 -05:00
WJohn 28c42f6b03 Redesigns the syndicate lavaland base. (#33962)
* Redesigns the syndicate lavaland base.

* Adds a couple of lights to airlocks.

* Makes external walkway's area unsafe during ash storms.

* Changes areas to /unpowered

* Minor fixes to lightbulbs, bar sign access, and air alarms having 152 when they should have been 150.

* Changes pump to /on subtype and removes unecessary null inupt tags.

* Removes a ton of dirty vars.

* More cleanup.

* I think that's the last of them.

* Removes icon states that shiz requested.

* Moves RPD and adds an empty canister in atmos.
2017-12-31 18:57:15 -05:00
Tad Hardesty f2dbe5cf13 Replace explicit z-level checks with defines (#33829)
* Replace explicit z-level checks with defines

* Rename turf_z_is_planet for consistency

* Use TRUE/FALSE in onSyndieBase
2017-12-29 14:40:06 -05:00
Cruix ec48947d31 Made atoms not smooth with shuttles (#33807)
* Made atoms not smooth with shuttles

* Shuttle area canSmoothWithAreas is automatically assigned to the area's type if it is null

* Moved pirate shuttle areas into the multi-area shuttles section
2017-12-29 09:27:34 +13:00
Emmett Gaines 8fdf0c508f Arena shuttle teleport fix (#33777) 2017-12-25 20:11:40 -05:00
Fox-McCloud fda4b6be73 Xenobio Blueprints Change 2017-12-02 20:08:02 -05:00
ShizCalev 269f32d09f Refactor area list 2017-11-22 04:37:41 -05:00
ShizCalev 8eafaccc88 Cleans up unused code 2017-11-20 00:03:33 -05:00
vuonojenmustaturska 39375d5cc2 Replaces a bunch of mob loops with hopefully better ones (#32786)
* Free codebase churn

* fixes dviewmob

* a commit

* Partial revert "Free codebase churn"

This reverts commit 9dd41b3860c331637bbc85e694dd32dc59768ad5.

* better fix to dviewmob

* renames living_mob_list to alive_mob_list, adds mob_living_list and carbon_list

* make some use out of the shiny carbon list

* make some use out of the shiny new living list

* more things, also make the mobs subsystem (Life) use living list

* bonus

* domo arigato mr. roboto

* compile fixes, also made the drone code less dumb

* better?

* make admin message prettier

* honk

* fixes blobs

* rev fixes

* one small thing
2017-11-16 23:08:40 +01:00
vuonojenmustaturska 6a32f31a82 Greatly increases the performance of station-ending plasma fires (#32620)
* So pity us poor sailors, wherever we roam. For there's no guarantee that we'll ever come home

* All the engines were dead, and the life systems shot

* Should take care of borg cameras

* Fixes the issue with singulos and cameras, also fixes atmos and power alarts to be as performant as the fire alert

code also tested again

* rename area var to myarea to distinguish it from the type, fixes fire alarms and singulos

* Remove unnecessary iteration (webedit, test later)
2017-11-14 14:51:22 -05:00
Qustinnus a4bf7c72bc Adds ambience for Reebe. (#32623)
* spooky

* fix 1

* fix 2
2017-11-13 22:44:23 +13:00
Emmett Gaines 28e6359939 makes blueprints work on station and able to expand old areas (#32280)
🆑 ninjanomnom
add: You can now select a nearby area to expand when using a blueprint instead of making a new area.
add: New shuttle areas can be created using blueprints. This is currently not useful but will be used later for shuttle construction.
tweak: Blueprints can modify existing areas on station.
admin: Blueprint functionality has been added to the debug tab as a verb.
/🆑

Additionally the code for getting all turfs in a contained space has been refactored for some pretty good performance improvements.

Old proc: Self CPU 8.816, Total CPU: 10.009, Real Time: 10.009, Calls: 5000
New proc: Self CPU 4.174, Total CPU: 9.000, Real Time: 9.001, Calls: 5000

They've been moved into a area helpers file.
2017-11-13 22:32:36 +13:00
oranges ac8864b6e3 Merge pull request #31947 from AnturK/yarr
How does this work:
Station receives a communication extorting current cargo point, if they answer yes the points are just gone and nothing of interest happens.

If station refuses to pay or is silent for 3 minutes, pirate shuttle spawns somewhere in space.

    There's an internal GPS onboard so crew will always be able to follow the shuttle.
    Crew of 3, moderately armed. (Balance pending)
    Shuttle engines have 3 minute cooldown between jumps.
    Special shuttle equipment will block cargo and emergency shuttles from leaving and slowly steal the points.
2017-11-13 22:18:37 +13:00
Leo e157e689f9 Merge pull request #32525 from ShizCalev/delta-fixes
Fixes Station issues, updates Test Area debug verb
2017-11-09 13:36:35 -02:00
kevinz000 4edd802edf Weak references + Cameras now use them (#32504) 2017-11-09 00:48:03 -06:00