Commit Graph

41 Commits

Author SHA1 Message Date
Shadowlight213 f056cb5ae6 Made malf pinpointer tracking use curated list instead of world. Also used ai_list instead of player list 2016-01-13 15:07:32 -08:00
KorPhaeron 31836a5deb Removes in world 2015-10-09 22:37:53 -05:00
Xhuis 1b59be64ff More fixes, adds self to admins.txt 2015-09-28 17:52:33 -04:00
phil235 f90ee4aa8c - Fixed monkey starting with no dna.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.

- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
2015-09-19 22:18:28 +02:00
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
xxalpha cfb5e724b6 Material container, all items can have materials, wake me up
cant wake up

go to sleep debug
2015-07-01 03:34:47 +01:00
kingofkosmos e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
phil235 2ed906b990 Fixes inhand sprites for eggs.
Fixes heart underwear sprite being too big.
Fixes being able to push a janicart through plastic flaps.
Fixes ERT medic closet starting with a combat defib with no cell. Empty combat defib can now get a cell inserted.
Fixes inconsistency in nukeop pinpointer upon activation, it now says standard pinpointer message plus the current mode (shuttle or disk).
2015-04-14 17:41:36 +02:00
Menshin d8e2171f1b Fixes pinpointer runtimes on qdel. 2015-02-04 14:26:19 +01:00
Xhuis ac63bf3d6b Replaces pinpointer with operative pinpointer 2015-01-25 12:44:19 -05:00
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
tkdrg 48f68aa558 Fixes pinpointer breaking when SM gibs disk owner 2014-12-20 23:21:33 -03:00
phil235 128c9222e5 Adding checks for stun, restrained to many object verbs.
Fixing paper and supply manifest description upon examination.
Fixing being able to adjust jumpsuit while restrained.
Fixing one typo.
2014-11-01 19:18:01 +01:00
MrPerson a23dbe2357 Merge branch 'master' of https://github.com/tgstation/-tg-station into examinate_the_doctor
Conflicts:
	code/game/objects/items/devices/radio/radio.dm
	code/game/objects/items/toys.dm
	code/game/objects/items/weapons/tanks/tank_types.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/modules/events/ninja.dm
	code/modules/power/cell.dm
	code/modules/power/port_gen.dm
	code/modules/reagents/reagent_dispenser.dm
2014-08-29 04:21:15 -07:00
Firecage 6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
MrPerson 13b03a6d43 Hopefully final pass of object -> mob examine switch 2014-08-20 07:07:30 -07:00
MrPerson d0c97aae72 Merge branch 'master' of https://github.com/tgstation/-tg-station into examinate_the_doctor
Conflicts:
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/game/gamemodes/cult/ritual.dm
	code/game/gamemodes/nuclear/pinpointer.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/status_display.dm
	code/game/objects/effects/decals/crayon.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/airlock_painter.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/storage/secure.dm
	code/game/objects/items/weapons/tanks/tank_types.dm
	code/modules/assembly/assembly.dm
	code/modules/assembly/holder.dm
	code/modules/assembly/mousetrap.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/slime/examine.dm
	code/modules/power/cable.dm
	code/modules/reagents/grenade_launcher.dm
	code/modules/reagents/reagent_containers/food/drinks.dm
	code/modules/reagents/reagent_containers/food/snacks.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/recycling/sortingmachinery.dm

Thanks Firecage, this is all your fault
2014-08-20 05:54:20 -07:00
Firecage 369e346a9e Some more absolute paths for some gamemode files 2014-08-06 22:39:11 +02:00
KyrahAbattoir fcb2fb9de3 Another lowercasing pass on a bunch of items and furnitures.
Synthflesh should be a plural.
Leg cuffs is better than legcuffs.
LaserTag -> laser tag is not a brand name.
centcom -> Centcom is always capitalised.
2014-07-27 19:14:40 +02:00
MrPerson 9d9a657acf Change examine() from an atom verb to a mob verb
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.

Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
2014-05-01 09:56:39 -07:00
Hornygranny 2134add41b Items with throw_range over 7 reduced to throw_range 7. This does not affect players as there's no way to extend your vision range. 2014-02-17 15:44:07 -08:00
Hornygranny 9e14c22747 Reduces throwspeeds on all items to realistic levels. 2014-02-15 19:58:03 -08:00
Cheridan 6bdcf64525 Completes code changes; reimplements ninja steal objective. 2014-01-29 12:28:15 -06:00
Cheridan bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Aranclanos 6debf6b17e Made the pinpointer use the get_turf() procs, they'll now point to the correct location, unless the pinpointer turf location is in another Z level than the target. 2013-06-29 21:15:50 -03:00
Tastyfish 7c305c7d2c Fixed the pinpointer ignoring z-level changes and directing the user to a nonsense location if the disk is on a different z-level 2013-04-27 09:31:55 +10:00
petethegoat@gmail.com 2386920be8 Fixes issue 1123. Nuke Ops pinpointers are apparently broken. As in "mode-breaking" broken.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5189 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-25 18:10:58 +00:00
petethegoat@gmail.com 8fad89773b Nuke shuttle displays cooldown time now.
Updated some area names for nicer formatting on the shuttle console.
Improved pinpointers.

Updated the map; moved some syndie shuttle areas around to be further away from the edge of the map, and removed my birthday cake (thanks carn!)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5154 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-21 20:55:14 +00:00
giacomand@gmail.com 6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
sieve32@gmail.com 2098bc0173 -Fixed floor tile inhands
-Made inhands for hardsuit helmets
-Due to feedback, the Nuke Op pinpointer will change modes on its own when the nuke is armed/disarmed. (As such, the toggle verb was removed) This should also help with the issue of both modes trying to run at the same time.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4290 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 19:33:24 +00:00
sieve32@gmail.com 7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00
sieve32@gmail.com feca093222 -New pinpointer for nuke ops, it has 2 modes, with the first one pointing to the disk, and the second pointing to the shuttle (Specifically, the console). Also, if you leave the z-level with it on, the screen with flash in an alert so nuke ops are at least aware when they get thrown god knows where. Changed the nuclear closet spawn list to include these
-Gave all the new hardsuits actual inhands, instead of all of them using the rig one.

-Changed a good bit of Brain/MMI damage processing, now an MMI will never go unconscious, and it will not be deafened/blinded by explosions or whatever (Since the MMI acts as senses). However, it does mean they are vulnerable to emps, with all kinds of fun effects (impaired vision, hearing, the ability to speak, the ability to speak PROPERLY)
Fixes Issue 655

-Also gave MMIs some emotes, things like blinking lights, alarms, beeping and booping, etc...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4168 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-25 04:32:23 +00:00
sieve32@gmail.com 459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
baloh.matevz@gmail.com 18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
VivianFoxfoot@gmail.com bf061913c7 Adds an admin verb that fully sets up the singlo (for testing/debugging msotly)
Fixes the tensioner occasionally attempting to turn cyborgs into malf AIs.
Adds checks to space ninja during its objective creation.
Fixes that fucking message when you're carrying the disk in outer space
Nuke disk now respawns in all rounds.  
Adds the abiity to turn off the tensioner for the entire round.
Pinpointers now show the remaining time until a nuke goes off if it's been armed when examined
Nuclear bombs now have a minimum detonation time of one minute.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3312 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-16 22:20:50 +00:00
VivianFoxfoot@gmail.com 1eb6d76c74 Changes alt+click to ctrl+click for pulling.
Adds an adminspawn pinpointer that points towards people and traitor objectives.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3172 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-23 04:06:07 +00:00
mport2004@gmail.com c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
only.lurking 662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00