Commit Graph

24103 Commits

Author SHA1 Message Date
Alberyk
12f3bb080f Fixes cardox recipe (#4417)
-fixes #4415
-fixes gun offhand having pins
-fixes cloth having the same hardness as steel
2018-03-15 12:43:52 +02:00
Alberyk
b48d2822d4 Some bug and mapfixes, march update version (#4412)
-fixes #4400
-fixes #4411
-fixes #4378
-fixes #4386
-fixes #4384
2018-03-13 21:30:17 +02:00
BurgerLUA
f7fa4bf26d Chainsaw Fixes (#4399)
Fixes chainsaws cutting through centcom locks. Fixes #4372
Fixes reversed left hand chainsaw sprite.
Added Chainsaws to traitor uplink, they can be purchased for 10 crystals. They come pre-filled with fuel.
Added Chainsaw destruction state.
Added Chainsaw description.
Modified OP chainsaw stats.
Added Dionaea Arousal backdoor
Fixed up shitty eyedamage code.
Fixed soundless chainsaw attacks.
2018-03-13 06:57:12 +02:00
Erki
8607bd3e1f Fixes ticket security issue (#4398)
Turns out, ticket panels are updated for everyone if anyone presses specific buttons. At which point, the usr may as well be an admin, and this will then give access to all the tickets for everyone. So i fix it.
2018-03-12 10:00:28 +02:00
Erki
5c230d4e2a Fixes #4379 (#4390) 2018-03-12 10:00:14 +02:00
Werner
84a4da5af4 Reworked the malf announcements a bit to not point directly to the AI (#4388)
Also uses proper RFC5424 syslog levels now.
2018-03-11 15:51:51 +02:00
BurgerLUA
6cb9155af3 Fixes non-unathi from taking toxin damage when eating food. (#4389) 2018-03-11 13:05:05 +02:00
Lohikar
53e2f21d6f Fix SM overenergization (#4376)
Fixes a bug where emitters would apply way more energy to the SM than intended.
2018-03-10 23:50:08 +02:00
Erki
aef060e166 Fixes ticket access (#4374) 2018-03-10 23:08:33 +02:00
Alberyk
443f250846 March update bugfixes (#4373)
-fixes lack of light in the forensic lower area of the brig
-fixes the window tinting button missing from the bar
-fixes #4371
-fixes #4370
-fixes the escape shuttle transit
-fixes the wizard coat missing in the map
-changes the color of when someone takes a tick to red, instead of blue
-removes the extra escape shuttles that were left somewhere on the map for some reason
2018-03-10 22:42:15 +02:00
Erki
baf0ab2ffa Merge pull request #4306 from Lohikar/movable_sanity
changes:

ZAS knockdown is now only applied to movables that are within 16 tiles of one of the edge's turfs. There's probably faster ways to do this, but this should be fine for now.
Fixes #2917.
2018-03-10 20:36:03 +02:00
Erki
5508106c31 Let's stack the FSM that is the reader. (#4369)
Okay.

So someone decided to strip the quotes from assoc lists. Which means they're no longer returned by default. So I stacked that condition onto the reader. Not sure if this is a good solution, but it works. The only thing to do other than this would be to redo the FSM to be a bit less stacked onto.
2018-03-10 20:24:19 +02:00
skull132
980189e630 Merge branch 'master' into development 2018-03-10 17:24:22 +02:00
Alberyk
727be80624 Some bugfixes. (#4367)
-open space should no longer slow you down if you are floating over it due to the gravity check because gravity exists anywhere on station
-fixed the mutton facial hair sprite missing
2018-03-10 17:23:06 +02:00
Alberyk
326f1ed9fc Turns imaginary friends into abstract mobs (#4358)
What the title says, also fixes a small issue with the double personnality ghostrap greeting.
2018-03-10 17:22:25 +02:00
LordFowl
e2e798382c [Ready for Review] Nerfs IPCs Part 1/1,034 (#4229)
Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand.

Otherwise, ground_zero will be randomly selected from available organs.

This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter.

Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly.

The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034

Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value.

Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs)

Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

(For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage)

Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.
2018-03-10 17:18:27 +02:00
Alberyk
cad0bb1584 Adds more ancient warfare to spessmen (#4325)
This prs adds some new melee weapons, besides some sprites fixes and changes.

-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
2018-03-10 17:18:15 +02:00
Juani2400
395a7b3d60 [Map] Medical revamp and major changes. (#4324)
Complete remap of the Medical main level. Expect bugs and missing
equipment.

Added a new isolation wing to Medical.

Changed the nuke's position, to a much safer, new location.

Added an alternative exit to the Bunker.

Added a new store that only the HoP can grant access into.
-Detective and CSI's offices have been moved to a level above Security.

New Security training area, for cadets and other uses you may find to
it.

New transfer/escape shuttle. Not the final version, probably. Test of
acceptance from the community in progress. Not entirely convince by the
design.

New Research-coloured folders (Sprite recolouring by Fire and Glory).

Slightly remapped Kitchen. Tighter on space, big on table surface
area.

New Research Office by Xenobiology, after a lot of requests.

Vault entrance has been redesigned to fit a bit more with its purpose.

A lot of bugfixes, missing stuff, and minor suggestions.

Fixes #4311.

Fixes #4225.
2018-03-10 17:14:48 +02:00
kevinz000
c000070a5b Pixel Projectiles (#4105)
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
2018-03-10 17:13:24 +02:00
Werner
8723dce8b7 Should send fake announcements to the ccia channel. (#4345)
Should send CCIA Announcements to the CCIA Channel.
2018-03-08 22:57:28 +02:00
Lohikar
a86398d0d2 Code Cleanup: (Bump(), Bumped()) -> (Collide(), CollidedWith()) (#4349)
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.

Other changes:

LAssailant is now a weakref.
Some direct loc setting are now forceMove().
2018-03-08 09:39:53 +02:00
Lohikar
057e787948 Merge branch 'master' into development 2018-03-05 17:56:28 -06:00
Lohikar
122096cf80 Minor Explosion Fixes (#4351)
changes:
- Sleeps in ex_act() should no longer stall explosions (this could sometimes be significant).
- ZAS should no longer runtime when CSRFZ checks a non-simulated turf.
- throw_at() sleeps should no longer delay droplimb() calls.
2018-03-05 13:22:17 -06:00
Ezuo
a97cf8ab50 Adds in Ned Kelly armor (again) (#4330)
Exactly like the last PR regarding this shit, but this time it isn't broken after path changes and failed rebases.
2018-03-03 00:38:17 +02:00
Lohikar
2c1229a9b2 list2text() -> jointext() (#4342)
The DM jointext() function is more or less equivalent to list2text(), but is faster. Might as well.

Seems to make VV faster.
2018-03-03 00:36:44 +02:00
BurgerLUA
bb87563e6d The k'ois nerf to end all k'ois nerfs (#4304)
Overview
K'ois bars are now replaced with a less dangerous variant with the same name. These K'ois bars do not cause medical nightmares to occur, however the dangerous ones are moved to the "contraband" section of the vending machine and can be vended for free.

New Chemicals
Unfiltered K'ois can still be found in K'ois spores. They can be filtered by grinding them up and adding Cardox . Cooking recipes are untouched, and still contain unfiltered K'ois.

Platinum can now be put into reagent form by grinding up platinum.

Cardox is a new chemical designed by nanotrasen that eliminates liquid phoron. It can be made by mixing Platinum, Sterilzine, and Carbon.
2018-03-03 00:34:48 +02:00
BurgerLUA
d4d47654e7 Dionaea can now form a partial gestalt with enough biomass. (#4235)
Logical Forming
For some strange reason, if you did not have enough biomass (The maximum amount), you couldn't form a gestalt. It was either you had enough biomass, or you didn't. This felt incredibly arbitrary as you can survive as a gestalt with only 3 nymphs (Head, body, lower body) and there are no lore reasons why you couldn't have a gestalt with only 4 nymphs, just minus the arm.

Limbs are removed or added based on usefulness. If you don't have enough biomass, the order of limb removal is the following: Remove left arm, remove right arm, remove left leg, remove right leg.

Currently, in order to merge, you need 3 or more biomass worth of nymphs. Having less prevents you from merging.

Logical Splitting
Before, when a dionaea broke off, it would spawn 6 nymphs every time it died unless the internal nymph was damaged heavily due to an explosion. This makes it so that one nymph is removed for every major missing limb the dionaea has, such as a full arm or a leg.

Balance
If you're a gestalt at full health, and you split, you spawn 6 nymphs.
If you try to reform again as 6 nymphs, you will only have enough biomass for 4 nymphs and you'll form as an armless gestalt. Split again, and you will split into 4 nymphs. 4 nymphs is not enough biomass to form a gestalt as they have the equivalent of 2 biomass worth of nymphs.
2018-03-03 00:33:02 +02:00
Werner
8cc08a254c Add blast door crushing (#4305)
Revives Printers PR #4144

Adds blast door/shutter crushing. Does 40 damage for blast doors and 10 for shutters. Related thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10200

Edit: Tested it. Shutters / Blastdoors would have crushed windows which is somewhat of a issue considering the blastdoors on the bridge are located inside of the windows.
Removed window-crushing for now from airlocks aswell.
Wouldn't make sense if airlocks can crush windows, but blastdoors and shutters cant.
2018-03-03 00:20:59 +02:00
Mustafa Kalash
511e9c4e22 Replaces dibs with Bay's ticket system. (#3984)
A user ahelping creates a ticket. Any further ahelps while that ticket is open will go to that ticket (and either adminhelp or pm an admin assigned to the ticket, if one has taken it).
A user can close their own ticket up until an admin takes it.
Admins can take tickets either manually or just by replying to the PM.
An admin taking a ticket notifies other admins.
If another admin attempts to take or respond to an assigned ticket, they receive a notification asking if they would like to join the ticket or cancel (any number of admins can join a ticket).
When an admin finishes with a ticket, they must close it -- both for logistics and closure for the user.
If there is an open ticket assigned to an active admin, round end is automatically delayed (unassigned tickets or tickets assigned to disconnected or afk admins do not delay). Round end will automatically continue once all active tickets are closed.
Both staff and non-staff have access to a ticket panel listing tickets, their statuses, and their messages. Non-staff can only see their own tickets. This panel is optional and all features are available inline with chat.
2018-03-02 21:54:39 +02:00
BurgerLUA
1473298d05 Gives Dionaea an Eyewear and Mask Slot (#4270)
Dionaea eye and mask slots are now enabled, while feet and hands slots are rightfully restricted still. The inventory is rearranged to reflect this.
2018-03-02 19:41:13 +01:00
BurgerLUA
a9217d4342 [READY] Unathi Meat Selection + BACON! (#4147)
Overview
There didn't seem like a lot of meals that a chef could make for unathi patrons without wasting ingredients and nutrition. This PR adds a bunch of animal protein heavy meals that would make a skrell animal activist beg for mercy upon the sight of said meals.
2018-02-26 23:00:14 +02:00
Lohikar
d02c9551fd Map & Ore sanity (#4321)
changes:

SSatlas will now warn if it detects a compiled-in map.
The asteroid gen no longer stops working if no smelter is mapped in.
Multiple smelters can now be mapped in without all but one being nonfunctional.
2018-02-26 21:27:17 +02:00
Lohikar
2f36c20ee8 Speculative fix for some head sprite bugs (#4326)
changes:

Helmets no longer cover eyes and now cover hair by default.
Mask, hair, and helmet sprites will now all be updated if one of them changes. This should fix issues with hair being visible when it shouldn't be, and masks mysteriously disappearing.
Fixes #3326.
2018-02-26 21:26:58 +02:00
Kaedwuff
00e48eb7da Added unathi cocktails (#4300)
Added a number of cocktails intended for unathi to the game, many of which are based on existing cocktails, but contain butanol instead of ethanol ingredients. Many of them also have custom sprites.
2018-02-26 20:05:52 +01:00
Alberyk
2a227dead3 Adds brass knuckles and more punching things (#4291)
This pr ports some things from polaris and vore:

-gloves can now increase unarmed attack, as well change their sharpness and etc
-adds brass knuckles, that you can wear on your glove slots and punch people for extra damage
-adds power fist, that allows you to push people around by punching their faces
-adds clawed gloves, that turns regular normie attacks into sharp ones
-adds a verbs that allows you to select a type of attack, like the language, so things like grues could select to use their claws instead of bites
-changes the price of the kneebreaker hammer
2018-02-25 23:56:30 +02:00
Lohikar
2d8e36544f Reagent Cleanup/Tweaks (#4301)
changes:

The reagent and recipe lists have been moved fully into SSchemistry instead of a weird ref-shared global.
The reagent list is now sorted alphabetically, which should make dialogs that involve selecting reagents much nicer to use (such as Spawn-Chemical-Cartridge).
Butanol and Ethanol now share a parent: /datum/reagent/alcohol. Alcohol is an abstract type that won't be listed in any global reagent lists, and exists purely to pool code common to both butanol and ethanol.
Butanol-based drinks can now cause hallucinations, body temperature changes, and stimulation similar to ethanol-based drinks.
Reagent init is now in SSchemistry, both code-wise and init-stage wise.
2018-02-25 20:32:53 +02:00
BurgerLUA
8333089845 Lumberjack Powercreep (Added Chainsaws) (#4104)
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,
2018-02-25 20:32:27 +02:00
skull132
bfced36a28 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/sdtwbaj-skrellmoney.yml
2018-02-24 21:09:27 +02:00
Werner
b368c0c97a Make the deadman´s switch great again (#4097)
Now its actually useful

It triggers with absolute certainty if you let go and dont deactivate it first.
Be that because you are knocked down, stunned, shot, intentionally let go, put it in a pocket, backpack, ...
2018-02-24 15:51:39 +02:00
Werner
4a22ee2fd4 Add a api command to get information about the current access datums (#4280)
Adds a new command to the API that provides information about the currently configured access levels.
2018-02-24 15:50:02 +02:00
Alberyk
16d4f04771 Balances shotguns slugs and revolvers (#4309)
Shotgun slugs and revolvers were pretty much stong, by instagibbing people ignoring armor, due to having a maim bonus. This pr will remove this, those weapons can still maim and gib limbs, but without any magical force that is able to ignore armor. Plasma cutter and heavy sniper bullets still keep this feature for obvious reasons.
2018-02-24 12:51:20 +01:00
Lohikar
7d08f13928 Remove pointless typecasting, minor performance tweaks 2018-02-24 00:30:53 -06:00
Kaedwuff
e52bae09d7 Made Straightjackets Escapable (#4303)
Straightjackets can now be escaped from, if you have sufficient time alone, and new sprites have been given to make them more jackety.
2018-02-23 20:36:48 +01:00
Butterrobber202
54c5a91a36 Extending Wizard Spell Slots (#4295)
-Extended Druid, Cleric, Battlemage, Standard, and Nerco Spell Slot Count
-Gave battlemage blink so the poor guy has some way to get around.
2018-02-21 21:30:00 +01:00
Alberyk
8506fb41ea Buffs mecha weapons and more (#4269)
-separates the mecha weapons dmi in three different dmis for each type of weapon
-buffs the ion cannon, by having its ion being 5x more effective than the regular ion gun
-buffs the damage from the mecha smg
-adds new weapons such as the gatling laser, gatling xray, mounted tesla cannon, mounted anti-material rifle, mounted gyrojet autocannon, mounted anti-material cannon and possible more
-increases the equipment slot for mechas to 4 from 3
-adds some of the new weapons design to the mech fabricator
-changes the weapons names to be more generic
2018-02-21 21:11:03 +01:00
Lohikar
1a4b88edc3 Make this a bit less insanely expensive 2018-02-21 09:52:51 -06:00
Lohikar
f7a4d1bdeb Fix space wind 2018-02-20 16:52:25 -06:00
BurgerLUA
e5ec2fe705 Lottery Ticket Powernerf (#4294)
Rebalanced lottery tickets so you don't win as much. 
Lottery tickets can now be purchased at cigarette machines as well.
2018-02-19 22:43:15 +01:00
BurgerLUA
32eff0a6da Improves #4079 (#4237)
- Given that K'ois is now unsafe as hell, the El Diablo burrito recipe no longer requires phoron. 
- Dips are more flavorful.
- The tortilla recipe no longer requires salt.
- Tortillas now give more protein, enhancing the flavor of meat.
2018-02-19 22:29:50 +01:00
Kaedwuff
477b14b5f7 Added Stone to Flesh to Druid/Cleric Spellbooks (#4298)
Druids and clerics will have the ability to petrify their victims temporarily, something that was previously reserved to battlemages for reasons that didn't really make sense to me.
2018-02-19 22:42:10 +02:00