Commit Graph

148 Commits

Author SHA1 Message Date
MrStonedOne 71c07dd0e5 Fixes runtime when clientless mobs change areas 2015-04-14 10:41:12 -07:00
AnturK 6fa8e5f02d Adds Abduction Mode 2015-04-13 18:40:15 +02:00
MrPerson e4a3abdd70 Object based lighting system
Uses actual objects on each non-space, dynamically lit turf. Light levels are switched back and forth via animate() and the object's alpha. Supporting colors shouldn't be too hard. Some hacky efficiency improvements means it isn't that much more expensive than current (I think, needs testing). Most of the lighting ss's cost is in checking all the lights and doing big loops, not anything actually in the loops themselves.

Start PDA flashlights on. This was to speed up testing but frankly I think it's a good change in general.

Added a Moved() proc. Called after a successful move.

In the future I hope to move off the luminosity var entirely but that was too slow in testing for me. That's what all that "for(area in sortedAreas) area.luminosity = 1" stuff in the lighting ss is, tests on removing luminosity outright.
2015-03-31 05:09:42 -07:00
Xhuis 932cac081a Separates ship ambience and area ambience 2015-03-29 14:49:59 -04:00
Steelpoint dd27e73da7 NewAreas 2015-02-16 18:40:43 +08:00
Steelpoint 7c691cd1ce DerelictUpdate 2015-02-14 21:58:50 +08:00
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
Sawu 87881ffb94 Merge branch 'master' of https://github.com/tgstation/-tg-station into expexpanded
Conflicts:
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
2015-01-17 09:55:12 +11:00
phil235 7fc0bca4f8 Fix a typo and replace 7 with ZLEVEL_SPACEMAX. Making a ZLEVEL_ABANDONNEDTSAT define. 2015-01-14 14:24:18 +01:00
Sawu 0de72483bc Merge branch 'master' of https://github.com/tgstation/-tg-station into expexpanded
Conflicts:
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
2015-01-14 18:35:29 +11:00
phil235 a55e6a70be Fixes malf AI lockdown affecting doors on z levels other than station and mining.
Replaces a lot of z level numbers in code by their respective defines.
Adding a define for the Mining asteroid z level.
2015-01-11 15:39:32 +01:00
Sawu 049cbd4fbf Quickchanges
* Added a rad closet to Experimentor lab
* Fixed an incorrect name
2015-01-11 15:28:10 +11:00
carnie e7b105488d Resolves #6923 - Mistake made during merging meant that some gamemode objectives were using hardcoded area-type-lists for checking objective completion. (This is why allow/disallow lists are dumb) 2015-01-10 03:57:02 +00:00
Sawu 6b361b077f Experimentor updates
* Adds "Global" fails that can occur on any EXPERI-MENTOR process.
* Replaces telesci with the Experimental Lab
* Fixes numerous Experimentor bugs (item layers, part exchanger etc)
* Adds an in-game manual to the Experimental lab to teach players to use the machine.
2015-01-10 07:16:58 +11:00
tkdrg e226e0e1aa Revert "Moves all the custom AsteroidStation areas" 2015-01-05 21:51:07 -03:00
CorruptComputer 0efd9f46f8 Merge pull request #6733 from CorruptComputer/asteroidareas
Moves all the custom AsteroidStation areas
2015-01-05 18:42:28 -06:00
CorruptComputer 42a899969a removed /improper 2015-01-05 17:10:50 -06:00
CorruptComputer cb155b5971 Moves all the custom AsteroidStation areas 2015-01-01 13:33:34 -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
Menshin ec944abfc6 * limit atmos/fire alerts to the current z_level
* atmos/fire alerts are now linked to an object and not its area, as intended
* simplified and full pathed the radio frequency datum
* made radio objects properly clean on del/qdel, instead of letting the radio controller remove nulls at each post_signal()
2014-11-14 10:10:45 +01:00
MrPerson 2c8adffac3 Merge branch 'master' of https://github.com/tgstation/-tg-station into space_movement_jam
Conflicts:
	code/modules/mob/living/living.dm
2014-10-25 23:25:27 -07:00
MrPerson ef6204656f Space movement rewrite to allow everything to drift
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
2014-10-25 23:19:46 -07:00
xxalpha 2022330157 rewrite 2014-10-18 19:53:25 +01:00
xxalpha f591fe4fe9 Fixes the AI Eye being killed by shuttles and pods 2014-10-15 21:56:59 +01:00
Cheridan 08be1b34eb Revert "Changes a few green crosses to blue on sprites that I missed last time" 2014-10-04 19:22:10 -05:00
ikarrus 21e05774e4 Adds a reset button for the Thunderdome
You have the option of deleting mobs or leaving them alone.

Requested by @Hornygranny
2014-09-21 20:37:29 -06:00
Cheridan 5714a446db Merge pull request #4752 from JStheguy/portaporty
Moon Outpost 19 Port
2014-09-17 17:56:45 -05:00
JStheguy 34c98c84fa MONINETEEN
-PORTS MOON OUTPOST 19 FROM NTSTATION
-PORTS RUSTED WALLS
2014-09-08 20:24:51 -05:00
Incoming fd6f31c901 Moves the SMESeses into a purpose built SMES room (the old Grav room)
The new room has some redundant wiring and physical distance from maint halls that should help thwart lazy bombing attempts.

Removes requires_power from the SMES area, I've seen no side effects from doing this.
2014-09-03 01:34:56 -04:00
Swag McYolosteinen 93e5918abc Merge pull request #4381 from Ikarrus/burglaralarm
Burglar Alarm for Captain's Display Case
2014-08-26 19:36:04 +02:00
ikarrus fba2c5981f Fixed for loop in firereset() 2014-08-26 10:39:28 -06:00
ikarrus 0be874efff -Added proc for setting the flashing red alarm lights
-moved all the Related Areas checking for fire alarms into the procs in areas.dm
-Added sound for burglar alarm due to popular request
2014-08-18 21:27:42 -06:00
ikarrus cc3e40fef4 Changed the area check to check for areas that can never be powered (Space, asteroid) instead of just checking the name 2014-08-11 08:48:37 -06:00
ikarrus 49dc1608d0 -Burglar alarm is now an area/proc
-Burglar alarm automatically clears after a minute
-Fixed runtime with cyborgs receiving burglar alarms
2014-08-09 17:09:35 -06:00
ikarrus 31ad2bc636 Burglar Alarm for Captain's Display Case
-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)

Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.

This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.

Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
2014-08-09 12:51:11 -06:00
Aranclanos 55dd64fdc2 Adds static power value on areas. These variables should replace machines on the process list, that are only there to consume power.
This commit removes lights from the process list, about 500 of them on the current map.
The purpose of this is to reduce lag from the master controller ticker.
2014-08-06 06:57:52 -03:00
ikarrus 713d0e2392 Renamed Abandoned Teleporter to resolve confusion with the actual AI satellite teleporter 2014-07-12 11:12:08 -06:00
AlexanderUlanH fbe3a9f13f Remove areas
Dedicated space area icons, deleted areas will now default to
area/space, all instances of area/ replaced with area/space on box and
ministation.
2014-07-09 14:04:41 -04:00
ikarrus dead192e61 Only mobs will be unanchored to avoid being destroyed by shuttles
Other anchored objects, like windows, will remain.
2014-07-04 09:08:22 -06:00
Cheridan 7e724a9f65 Merge pull request #3851 from Ikarrus/splat
Shuttles docking on you will really hurt
2014-07-01 23:29:05 -05:00
ikarrus 19e20290f5 Removed execution by shuttle docking 2014-07-01 12:59:08 -06:00
Giacomand f4b0a48253 Merge branch 'master' of https://github.com/tgstation/-tg-station into gravity_bounce
Conflicts:
	code/modules/mob/living/living.dm
	code/modules/mob/mob_movement.dm
	code/modules/power/gravitygenerator.dm
2014-06-09 20:26:17 +01:00
ikarrus 9d76c7fffc -Shuttles inflict heavy brute damage instead of instagibbing
-Behaviour extended to supply shuttle
2014-06-06 22:14:55 -06:00
Cheridan e980cc1bd7 beach snowflakes are melted 2014-05-19 17:22:03 -05:00
Giacomand 29232bbbdc Mobs will now slowly bop up and down while in zero gravity. 2014-05-09 00:00:44 +01:00
Cheridan a392da16b0 Area Ambiance Refactor 2014-05-06 21:40:28 -05:00
ikarrus ef2d85a644 -Added a target stake to the end of the firing range
-Made the vault AI Monitored, mostly for fluff.
2014-04-28 09:14:11 -06:00
ikarrus 31a1b229bf [MAP] Boxstation Polish Apr 27
-General map error fixes (wires, piping, areas, etc)
-Added missing shutters to heads meeting room
-Added blender in virology
-Officially converted old gravgen room into a Secure Construction area
-Reduced wall thickness around AI upload to 1 r-wall
-Removal of a bunch of extraneous motion cameras
-Remapped AI chamber. It is now symmetrical again.
-Added new Minisat access code 65, given to the CE and RD by default
-Condensed Minisat /areas to only three types: The chamber, the antechamber, and the exterior
-AI Chamber door bolted by default
-Virology Atmos room is now under the virology /area/, meaning the air alarm inside can now manipulate virology's vents and scrubbers (palm rubbing intensifies)
-Added one of those big red stationary air tanks to MiniSat maint
-Added a stationary teleporter beacon in the teleporter room
2014-04-27 22:43:29 -06:00
ikarrus 306dae728f Renamed Misc Lab to Testing Lab 2014-04-06 02:30:10 -06:00
ikarrus 4b4ea8bab3 Fixed armory motion alarm not working 2014-04-02 22:58:18 -06:00