Commit Graph

55 Commits

Author SHA1 Message Date
AnturK 6fa8e5f02d Adds Abduction Mode 2015-04-13 18:40:15 +02:00
Ikarrus c62d387a1d Randomizes Order of Job Spawn Points
The ticker's setup() will shuffle the list of spawn points, so jobs won't always predictably spawn bottom-up and left-to-right
2015-03-02 20:01:36 -07:00
Lo6a4evskiy 50cc057504 Lots of fixes and improvements 2015-02-04 17:35:42 +04:00
carnie f4c35d2a78 Resolves #6971 - non-lighting_subarea areas are now stored in list/sortedAreas. This list is sorted by area name using timSort only when areas are added to it. Currently the only other thing that adds to this list is the station-blueprints object.
This allows you to jump to areas by name, rather than type.
2015-01-18 20:46:30 +00:00
Steelpoint 982c54c2f3 EmergencyResponseTeamV2 2015-01-11 19:21:38 +08:00
tkdrg b0635993a4 Revert "[FEATURE] Emergency Response Team" 2015-01-10 19:55:30 -03:00
Swag McYolosteinen 404cd883f7 Merge pull request #6705 from Steelpoint/EmergencyResponseTeam
[FEATURE] Emergency Response Team
2015-01-10 10:10:59 +01:00
tkdrg 179003b57c Merge pull request #6808 from Boggart/readminbugfix
Re-admin bugfixes.
2015-01-10 01:29:01 -03:00
Steelpoint da3689878f Updating 2015-01-06 12:28:37 +08:00
Boggart 5f42bac272 Fixes deadmins from being unable to re-admin after disconnecting. 2015-01-05 00:50:49 -07:00
carnie a3f5e7ebfd Merge branch 'master' of https://github.com/tgstation/-tg-station into SubSystems
Conflicts:
	code/game/gamemodes/setupgame.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/reagents/Chemistry-Machinery.dm
2015-01-04 01:52:14 +00:00
TZK13 bf5bddf0c7 Merge branch 'master' of https://github.com/tgstation/-tg-station into Socks
Conflicts:
	config/admins.txt
2015-01-03 07:07:03 -06:00
carnie a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
TZK13 127aabbfa9 Adds socks as an underwear option. 2014-12-22 19:27:46 -06:00
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
tkdrg 705a264dcf Makes data huds passive. 2014-11-16 01:52:06 -03:00
GunHog d8efbc4f07 Botcall Fix for MC lag + Tweak to floorbots
- Attempts to fix a major screwup in bot movement code that created
artificial lag for the entire Master Controller.
- Fixes floorbots not patrolling or performing certain functions.
- You can now toggle the anchored status on Floorbots manually. They
will still automatically anchor when fixing hull breaches.

Allow me to apologize for taking so long to come up with a fix for this.
I tried several other solutions such as simply removing the sleep(4)
that causes this issue (it results in 'teleportation' movement). Other
times I used spawn() incorrectly, resulting in several race conditions.
And then I tried to give them their own ticker, independent of the MC.
The game lagged and runtimed before it even finished setting up.

Excuses aside, this solution seems to be working so far, but I welcome
any more elegant solutions to fixing this issue.

fixes #5560
2014-11-02 19:01:43 -06:00
Incoming 6a157216f9 Fixes undershirts to play nice with female uniforms.
Generalizes and renames some things with female uniforms now that they're used for undershirts too
2014-10-11 13:09:52 -04:00
paprka b8eb9e3587 general code optimizations 2014-10-08 10:10:03 -07:00
paprka 18108257ae Merge branch 'undershirts' of https://github.com/paprka/-tg-station into undershirtstake2
Conflicts:
	code/__HELPERS/mobs.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/sprite_accessories.dm
2014-10-08 09:48:49 -07:00
Cheridan 4dcc265d76 Merge pull request #4960 from Incoming5643/zlevel
[map] Predictably Random Z-levels and the SPACECUBE
2014-09-29 10:42:49 -05:00
Remie Richards cc85f44ccb Merge pull request #4900 from MrStonedOne/erroageinjudgement
Fixes some "erros" in the database system
2014-09-26 23:41:37 +01:00
Incoming 49fe512bab Adds z.7 (dead space 2) to boxstation because no one seemed particularly offended by the idea. This closes the cube properly there and prevents a few weird edge cases where closed loops of Z.6 to Z.6 transitions could happen.
Meta/Mini should add empty z.7 at some point after this pull is committed, I would have done so myself but it didn't play nice with mapmerge so I decided against it.
2014-09-25 15:05:06 -04:00
Incoming f317c0b09d Predictably Random Z-levels and the SPACECUBE
The layout of the accessible z levels in relation to each other are now lain out in a massive preshuffled SPACECUBE. Every Z-level is no more than two screens from every other Z-level, and can be moved through in a predictable order* with a little ingenuity

*Except z.6

See pull for the full details
2014-09-23 16:10:13 -04:00
MrStonedOne e21ed011af Fixes some erros in the database system
Replaces erro_ with a configurable table prefix system
Defaults to erro_ if not configured, but configuation files default to SS13_
2014-09-19 13:37:58 -07:00
ikarrus 7c32420497 Resolved conflicts and added my yml changelog file 2014-09-19 09:30:59 -06:00
Cheridan 7750a2baae Merge pull request #4525 from GunHog/HUDS_For_All
Silicon Medical and Security HUDs!
2014-09-07 20:01:12 -05:00
ikarrus 51a333ebe7 Merge gang mode into latest version 2014-08-30 23:31:44 -06:00
ikarrus 4c801434a8 Gang Mode 2014-08-30 23:17:14 -06:00
ikarrus 7dc89c0d10 More Detailed End-Round Report
End-Round report will now also declare some round statistics, including
-Round duration
-Station integrity
-Total population
-Survival Rate
-Evacuation Rate
-Command's Approval Rating (During rev only)

Bugfix:
-Ending the round as a brain will no longer report to the player that they have survived
2014-08-29 21:24:30 -06:00
GunHog 81e178737d Silicon Medical and Security HUDs!
- The AI can now access both Security and Medical HUDs via a new button
on its UI. The Medical HUD is exactly equal to all others. The AI's
Security HUD cannot detect implants.

- Cyborg HUD modules have been removed in favor of an inbuilt command,
to make it less of a hassle to access them.

- HUD code has been given its own file such that it can be used by any
mob. In addition, HUD users are placed into a list instead of searching
for only humans and checking them for a HUD item. This is to make it
easier to expand.

- Security HUD messages can now be received by any mob using a SecHUD.
2014-08-21 22:59:30 -05:00
ikarrus d56274a4ab Adds Deathsquad to Quick-Create Antagonist Menu
-Pressing this button will spawn up to 5 death commandos on centcom with a customizable objective
-Added a shuttle console to the ferry that, rather than moving the shuttle, will send a request to admins instead
-Deathsquaddies get an energy shield
-Deathsquad beret will no longer hide head, face, and hair
2014-08-16 00:40:37 -06:00
paprka 5210419a87 undershirts 2014-08-11 22:41:07 -07:00
Alex 45c33db77d Merge pull request #4020 from caelaislinn/bugfix
Various bugfixes
2014-07-26 17:59:07 +01:00
Cael_Aislinn 891e5e58a5 fixes an issue where wormholes would sometimes teleport to other zlevels, sped up teleporting by using range() instead of circlerangeturfs(), makes teleporting only pick turfs from the same zlevel as the target
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2014-07-11 23:17:39 +10:00
Cheridan 3612a9a8a0 MONKEY MODE: "IT ACTUALLY WORKS" EDITION
Probability support for monkey mode.
Player config support for monkey mode.
Check Antags support for monkey mode.
2014-07-08 22:55:47 -05:00
ikarrus bf5200daf8 [Config] Security Officer Scaling
Intended for high-population servers

Open security officer positions scale with population, between 5 slots at ~40 players to 12 slots at ~96 players

Default coefficient is 8, but may be modified (or disabled) in the config.

Extra lockers will spawn if there aren't enough lockers.
2014-06-15 21:24:07 -06:00
ikarrus e47b75c02f Strip Menu now obscures items based on flags_inv
I also made it look pretty
2014-05-31 13:45:14 -06:00
VistaPOWA 9c3f31d86b Security fixes for PR announcer
Thanks @Giacom for the info!
PR announcer is now able to authenticate with Nickserv.
Communications key moved out of config controller.
Even better Regex validation.
Reading now has even more exception handling.
2014-04-21 10:51:04 +02:00
ikarrus f6b0112eac More work to 2.1.3
Renamed it to 2.1.3

Added a list of codes to the sorttype code for future reference.
2014-03-31 20:04:05 -06:00
Mloc-Hibernia 8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Cheridan 5efa91f31e Revert "Merge pull request #2479 from KazeEspada/nukeops"
This reverts commit c4c88036f8, reversing
changes made to 7893b99e37.
2014-02-11 14:44:38 -06:00
KazeEspada 45dd35d1a7 Merge branch 'master' of https://github.com/tgstation/-tg-station into nukeops
Conflicts:
	_maps/map_files/tgstation.2.1.2.dmm

Resolved
2014-02-04 01:41:27 -07:00
fleure a854a41994 Merge pull request #2540 from Incoming5643/blobjob
BE_BLOB and easy adminblobing
2014-02-03 10:34:31 -08:00
Incoming 5c5cc6a72d Repurposes the outdated BE_MONKEY into BE_BLOB and seperates the alien and blob pools so people can prefer to be one or the other or both or neither. An annoucement should be made when this goes live so people are aware they have a new flag to set.
Adds a dedicated button on the player panel so admins can easily turn specific players into blobs.
2014-01-29 10:54:00 -05:00
KazeEspada 421e3e6b4c Readds nuke last names as operation names. They now go on the ID instead. The random alphabets that were floating around were standardized. 2014-01-24 14:02:30 -07:00
Razharas 1c394dd334 Implemented crude crafting
Debug messages are still inside, pushing only cozx pete asked me to
2014-01-22 02:11:16 +04:00
Razharas 2254ad4cb6 Fixes the admin notice thingie
Fixes #2427
2014-01-19 22:05:35 +04:00
Aranclanos 1ee59747c4 Merge pull request #1940 from YotaXP/HTML-Entities-and-Timestamps
NTSL, parrots, and ID consoles hate apostrophes less.
2013-12-10 04:53:09 -08:00