Commit Graph

182 Commits

Author SHA1 Message Date
Remie Richards 6ff3292569 Xeno breathing sounds now play in maint, Is it steam in the pipes? OR IMPENDING DOOM!? 2016-03-02 18:39:03 +00:00
AnturK b56aefae74 Makes burglar alerts activate poddoors.
Adds generic lock/unlock helpers to /door
2016-02-22 19:08:43 +01:00
xxalpha 06dbea0d5f Merge remote-tracking branch 'upstream/master' into blueprintsarea 2016-01-30 01:29:26 +00:00
xxalpha e3670adb02 area/setup() 2016-01-30 01:28:44 +00:00
Firecage d2bd6871d5 Merge Conflict Fix 2016-01-20 14:07:14 +02:00
xxalpha 577488e0d8 safepick
more safepick
2016-01-18 05:46:44 +00:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
Firecage 754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
tkdrg c9deb43f4e Merge pull request #14401 from Kole6738/patch-1
Fix missing plural apostrophe
2016-01-06 14:21:25 -03:00
Kole6738 3a1beb1521 Pluralize
Engineer's Quarters
to
Engineers' Quarters
(I find it unlikely that there's only one Engineer, but if I'm wrong, tell me!)
2016-01-04 18:12:50 -08:00
Kole6738 9e7b9f94f5 Fix missing plural apostrophe
Patients Rooms
to
Patients' Rooms
2016-01-04 18:01:55 -08:00
KorPhaeron af4dae58e1 Area name 2015-12-19 08:14:31 -06:00
KorPhaeron 8de9b99182 Deepstrike 2 2015-12-17 23:22:37 -06:00
Bjorn Neergaard c36b70afe0 Fix up comments 2015-12-01 10:37:37 -06:00
Bjorn Neergaard 8cc3a856a2 Add map_name to areas
Fixes #12713
2015-12-01 10:03:03 -06:00
ktccd 395cd5a68c Rewrote a bit of blob code to fix... a lot
Stuff fixed: My sad attempt at fixing #13126.
The expand() proc for blobs is hopefully less intensive now (WHY did it
used to spawn a blob only to destroy it? That must've been such a
waste...).
Destroy code no longer needs to adjust for the expand() proc doing weird
things.
The antag panel will now show the correct variable used to determine
blob progress.
Renamed the variables I used so they're not so similar to each other.
blob_legit and blobs_legit was WAY to easy to mix up.
2015-11-28 01:06:27 +01:00
ktccd 8f24c37f46 Fixes issue #13126 (Better this time)
🆑 ktccd
bugfix: Blob pieces on some areas no longer count for blob mode victory
(Such as space or asteroid).
bugfix: Asteroid areas are no longer valid gang territory.
/🆑
2015-11-24 17:48:21 +01:00
ktccd 9a2c60cac6 Fixes issue #13126and also a few other areas blobs shouldn't be win from absorbing (centcom, SPACE etc).
🆑 ktccd
Fixes bug #13126 and also a few other areas blobs shouldn't be win from
absorbing (centcom, SPACE etc).
Added a variable to areas.
Kept the original blobs list as a list of all blobs, in case that was
used somewhere else, and instead made a separate list for legit blobs.
/🆑
2015-11-24 01:09:01 +01:00
Vincent faf5ddaceb Holodeck refactor and Enchancements
Moves holodeck code to modules/holodeck.  Repaths holodeck structures a little.  Cleans holodeck code and prepares for additional features (multiple holodecks, etc).  Should fix #4828.

Necessary map bugfixen for Asteroid, Disc, Dream, Meta, and TG.
Adds Lounge, Emergency Medical, pet center, and holdout room to the rec holodeck.

All items spawned by the holodeck will do only stamina damage, except when emagged.  This allows emergency medical to be staffed with scalpels and bonesaws and such.  Emergency medical has some functioning equipment but the only drugs available are in the sleeper.
2015-11-15 20:23:23 -05:00
Cheridan 3e3aa2ee9f Merge pull request #12748 from MrStonedOne/sweetsweetdimlight
[Pretty Pictures!] [map] Makes starlight have far spreading low levels of light rather than near spreading high levels of light.
2015-10-31 22:22:39 -05:00
MrStonedOne 8c755da84f Adds a way to make certain area/space areas not force 100% brightness 2015-10-31 02:30:49 -07:00
MrPerson 2f9c5b38f0 Removes the unused lastarea mob var
I think it was used for ambience music a long time ago.
2015-10-28 04:25:18 -07:00
octareenroon91 8fd47124ba Area Name Propriety
The time for improper is over.
#12433
2015-10-18 06:14:00 -06:00
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