Commit Graph

159 Commits

Author SHA1 Message Date
MrPerson 2eea0a85e5 Makes areas invisible unless needed
This should hopefully improve client performance due to having fewer objects to draw. Might also help with that teleporting crash.
2015-09-24 23:27:09 -07:00
Firecage dfae1e0b53 Changes a lot of del() to qdel() 2015-08-16 23:33:22 +02:00
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
Jordie0608 028308c5ca re-adds shuttle areas for teleporting to 2015-05-22 17:40:20 +10:00
Remie Richards c77fefc937 Merge pull request #9374 from AnturK/abduction_third
Abduction fixes
2015-05-09 06:25:23 +01:00
AnturK 98bf96dda9 Fixes braindead abduction
Experiment machine dumps abductees in arrivals/safe areas
2015-05-08 21:03:50 +02:00
Firecage 7d87677af8 This makes it so that if it area doesn't require power, it will not actually be powered. 2015-05-05 07:59:36 +02:00
Ikarrus 452bae9c19 - Capture goal reduced to 60%
- You must be in the territory physically to tag it now. So no more tagging everything from maint.
- Influence income changed to provide weaker gangs a bigger boost, while slowing down stronger gangs to promote opportunity for comebacks
- Gangs only earn influence on territories they have held on to since the previous Status Report (the income calculation every 5 minutes). This places more significance on defending your existing territory.

- Removed solars and shuttles, and the toxins test chamber from valid territory list
- Victory conditions are only checked during Status Reports.
- Bosses no longer receive territory updates real-time. They now get them all as a list of new and lost territories in the Status Update.
- You cannot tag tiles with APCs. No cheating, you maint crawlers.
- Goal is now a coeff var so it can be modified in-game for debugging/playtesting purposes
- Simplified some list checks for gang
- Trying to tag an invalid area will just error out and return, instead of the ganger spraying regular grafiti and confusing them
2015-04-25 02:14:28 -06:00
Ikarrus 4ff044dc78 Gang v3 has been tested and is now good to go! 2015-04-19 22:26:15 -06:00
Ikarrus af7131c7ad Gang Update v3
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.

tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over

NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant

NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger

NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)

NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.
2015-04-19 01:00:17 -06:00
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