Commit Graph

113 Commits

Author SHA1 Message Date
MrPerson deb5884a19 Singularity tweaks
Fix an off-by-one error that caused the singulo to get stuck along contaiment fields. For a 5x5 singulo, it would check 6 squares ahead (correct for a step forward) and then 6 squares to the sides (incorrect). Now it tests 6 squares ahead, 5 to the sides. This is technically wrong for the growth checks but they check every direction anyways, so it's ok.
Made the singularity drift in all cases and not stop next to lattices.
In process(), moved the growth checks after the movement attempt so it will take a step and then grow rather than take a step, drift into the walls, and then attempt and fail to grow as part of the next process().
2014-11-06 16:41:21 -08:00
Hornygranny 955847de74 defines 2014-10-31 19:00:50 -07:00
Hornygranny 9c95842adf Merge remote-tracking branch 'remotes/upstream/master' into OOPgularity2
Conflicts:
	code/game/turfs/simulated/floor.dm
2014-10-30 17:26:25 -07:00
MrPerson 3452f63f51 Fixes the singulo drifting through the shield gens and such, woops 2014-10-29 19:18:36 -07:00
Hornygranny cc21fd1e70 Merge remote-tracking branch 'remotes/upstream/master' into OOPgularity2
Conflicts:
	code/modules/mob/living/carbon/human/human.dm
2014-10-28 15:27:46 -07:00
Hornygranny 0eecb1fc29 lol forgot to save 2014-10-27 16:47:49 -07:00
Hornygranny 264c25b892 makes the singularity's pulling OOP with the magic of atom proc 2014-10-27 16:43:35 -07:00
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
Hornygranny 1713a089b4 src 2014-10-20 17:13:24 -07:00
Hornygranny 386972886b fixes 2014-10-20 16:55:02 -07:00
Hornygranny e5e6ded884 singularity is now OOP 2014-10-20 16:36:00 -07:00
phil235 9b9481d65c Changes many span classes.
Replaces for(mob in oviewers) show_message()  with visible_message() when possible.

Fixes the absolute pathing in Ninja code.

Fixes facehugger attack messages being bold red for third party (only the first leap message will stay bold red for third party, for better visibility)

Standardizes vomiting message

Fixes mech occupant not receiving any attack messages when the mech is attacked.
2014-10-18 16:00:38 +02:00
Firecage 0948391502 Span classes for files in the following Modules folders: Power, Projectiles, Reagents, Recycling, Research 2014-08-23 02:02:46 +02:00
Cheridan ed4c58e26f Ghost Alerts p II
runes now properly show the area they're in (oops)
Narsie has been moved into her own file.
2014-07-07 15:21:32 -05:00
Cheridan b02b93ce2a Notifications + Random Stuff
Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.

Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.

Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)

Reorganizes some item definition/procs.
2014-07-01 23:16:02 -05:00
advomach 79447673a0 Update singularity.dm
Removed comment
2014-06-24 19:00:41 -04:00
advomach 48098c3249 Replaced var/sizes_to_number with weirdass formula that is faster and takes up less space in code than list lookups 2014-06-24 11:37:03 -04:00
Cheridan 5cfa0df3d2 Merge pull request #3790 from Miauw62/bestiality
Fixed #3077. Singularity now sucks small items instead of large ones.
2014-06-21 01:13:13 -05:00
Miauw 75a0eadb37 Removes an unneeded unEquip(). 2014-06-19 19:00:10 +02:00
Cheridan 8796e6e914 Update singularity.dm
smoke effect when ghosts arise as harvesters
2014-06-13 08:48:14 -05:00
Cheridan b80e9eda57 Nar-Sie update 2014-06-11 14:19:58 -05:00
Miauw 9ed94fcb78 Makes this actually work properly. It's always harder than it looks. 2014-05-24 19:18:17 +02:00
Miauw 9e080d555f Fixed #3077. Singularity now sucks small items instead of large ones. 2014-05-24 17:45:36 +02:00
Alex 3247358c6d Merge pull request #3480 from AstralSerpent/master
"NAR-SIE HAS RISEN" gets accompanied by an "I'M HERE" sound.
2014-05-14 10:39:10 +01:00
Hornygranny f615b60c2a dust now uses spawn_dust() 2014-05-06 11:46:25 -07:00
Hornygranny 1d981b9173 flavor text removed 2014-05-06 11:44:03 -07:00
Hornygranny 3035108aba used visible_message for flavor text 2014-04-30 14:17:20 -07:00
Hornygranny 2853c954c9 Narsie's consume will now spawn remains and gib mobs, and includes a flavorful message. 2014-04-30 13:36:50 -07:00
AstralSerpent e589992608 NAR-SIE HAS RISEN gets accompanied by that I'M HERE hallucination sound. 2014-04-21 12:02:22 +10:00
Cheridan 412ac0fb38 Improved Singularity Ex_act() 2014-04-01 15:26:48 -05:00
MrPerson 6930283efc Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/gamemodes/changeling/changeling_mutations.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/objects/items/weapons/tanks/watertank.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/research/server.dm
2014-03-21 03:05:39 -07:00
Aranclanos 638ca8e22e Made the singularity name lowercase 2014-03-10 19:45:39 -03:00
MrPerson a74cdf1da2 Made the singulo only qdel things once. Woops.
This was causing some runtimes and doubled reporting "Emitter deleted at (0,0,0)" etc.
2014-03-03 03:45:59 -08:00
Miauw aacbe054ed Alright it's really done now (aka i guarantee i'll make another commit) 2014-02-27 18:54:35 +01:00
Miauw aec5fbf640 Fixed up singulo buff even more 2014-02-27 18:50:53 +01:00
Miauw d0cb351b67 Singulo buff improvements 2014-02-26 21:14:25 +01:00
Miauw ce7eec1f2a Makes the singulo's radiation actually do something. 2014-02-26 21:05:55 +01:00
Miauw 0a3b163a3a Makes the singularity pull small and tiny items out of your hands.
Also makes the singularity irradiate you.
2014-02-26 20:54:18 +01:00
MrPerson f0fd0c9949 Fixed the nuke disk qdel() fucking up
Made the singulo spawn correctly
Really minor fix for things that are qdel()'d at 0 time, which should be nothing if everything is going right.
2014-02-25 02:29:49 -08:00
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
Aranclanos 18d7081d33 removes a spawn() from the singularity consume proc that was causing runtimes. I think it also makes the singularity less laggy? Or maybe it's just a placebo effect. 2014-02-13 13:17:18 -03:00
Alek2ander 9fa38637ad Logs everywhere
Explosion game log now has epicenter coords
Powersink placement and explosion notifications
C4 notifications and logs
Logging singulo munchies and death
All SMES interactions now logged, because any of them can mess stuff up
Telesci logs what was teleported
2014-01-19 21:16:30 +04:00
Giacomand f1e7637bab Disabled the game using set background by making all instances of it use a define, which can be changed in code/_compile_options.dm
Testing has revealed that it reduces the sluggishness of the game, though it will spike from lag when the singularity is loose. Thanks to ChuckTheSheep for suggesting it.

Server owners who want to keep set background enabled can do so by changing the define.
2014-01-10 18:32:28 +00:00
Giacomand 84248eb6ab Made containment fields shock you when you walk into them, not when you walk near them.
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:

/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment

Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
2013-10-25 15:01:04 +01:00
JJRcop 2524cc00c1 Fixes corner-case exploit regarding nar-sie and red alert
Changes the time the shuttle comes with a nar-sie to 3 minutes, as Centcom
is probably rushing anyway because there is a giant unidentified god
running around the station.
2013-09-25 12:22:49 -04:00
Cheridan e6f025d350 Narsie eats everyone. 2013-08-22 22:18:30 -05:00
Cheridan 62a6a02db9 Constructs get named-numbers now so you can actually tell who's being a gryphon/reading WGW over the radio.
Tweaks to Newsie
2013-08-15 14:35:04 -05:00
Cheridan 296b90c34c Narnar loves you 2013-08-14 20:18:56 -05:00
AlexanderUlanH 2fcf26667c Overhauled Projectiles
Changed atom's bullet_act to call the projectile's on_hit, and changed
most bullet_acts to call on_hit as well.  Removed some now-unnecessary
snowflake code.

These changes will make projectiles which should effect non-mobs, such
as the gyrojet and the ion rifle, work properly.  Inanimate objects can
now be empulsed with the ion rifle, whose projectiles used to dissipate
on hitting anything but a mob.  Gyrojets now explode on most objects, as
opposed to just on walls and mobs, and the snowflake code that made them
work on walls is no longer necessary.  The code for pulse rifles'
breaking walls has been moved from a check in turf to a check in pulse
beams, and has been expanded to include structures, allowing them to
(slowly) break girders.  For coders, it means that on_hit is a reliable
proc for the effect of a bullet's hitting an object.
2013-06-19 23:24:00 -04:00