Commit Graph

7294 Commits

Author SHA1 Message Date
Erki
4f0dbb2690 Revert and replace #4127 -- Funk jood, round deux (#4481)
Reverts the new chemicals and their effects as implemented in #4127 due to their unnecessary severity.

Replaces the reverted mechanics with new mechanics which seek to accomplish a similar thing. Mobs now have an nutrition_attrition_rate factor, which is a multiplier describing how fast they grow hungry. By default, the multiplier is 1. Only eating healthy/chef food will see to it that said multiplier remains at 1.
2018-04-07 00:41:43 +02:00
skull132
25ef886bf9 Merge branch 'master' into development 2018-04-06 21:53:02 +03:00
Ron
aedcaab802 Bug Fixes (#4527)
Fixes part of #4490
Fixes #4462
Fixes #4457
Fixes #3685
Closes #4331
Fixes #4254
Fixes #4258
Fixes #4209
Fixes #4030
Fixes #4525
Fixes #4461
Fixes #4524
2018-04-06 17:48:31 +03:00
LordFowl
64e386785c Abling Disability (#4485)
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia

DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
2018-04-05 21:57:50 +03:00
Werner
8733d9b2ae Private Polls (#4488)
Allows to set poll results to private
2018-04-02 14:30:32 +03:00
skull132
fb5feec40f Revert #4504 & #4496 2018-04-01 18:13:34 +03:00
BurgerLUA
03b09ed44f Spelling Issue Fix (#4496)
Changes colour to color in mental medication.
2018-04-01 00:49:00 +03:00
Alberyk
16f9794354 Change ipcs monitors to behave like facial hair instead of regular hair (#4475)
This will play more nicely with helmets and etc.
2018-04-01 00:03:57 +03:00
Edward Lemon
afd00d021a Gasping for words (#4453)
When the oxygen alert is active, there is now a 50% chance that a player will stop half way through their sentence and gasp for words.
This somewhat addresses the suggestion posted on the forum by Fortport
2018-03-31 11:36:07 +03:00
BurgerLUA
902173f22b Mental Medication Overhaul, Smoking, and Breathing Reagents (#4220)
Overview
With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented.

Antidepressants
Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose.

Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize.

The following brain traumas are no longer cured by pills:

Dumbness
Gerstmann Syndrome
Cerebral Near-Blindness
Mutism
Cerebral Blindness
Paralysis
Narcolepsy
Discoordination
Aphasia
Smoking Cigarettes and Cigars
All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents.

Breathing
Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects.

Additional Changes
Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap.

Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
2018-03-25 21:51:27 +03:00
Kaedwuff
e6c7186954 Searchtag Update (#4312)
Added a new "Search" (Orange with an S) tag to the security hub, and cleaned up the awful messy sprites that were in use for the criminal tags.
2018-03-24 13:31:10 +02:00
Alberyk
c07ba5f6f3 The fist of the plasma star (#4339)
This pr adds martial arts, ported from paradise and tg station, which replace your regular unarmed attacks such as grabs, disarms or punches. They also have special moves with combos and etc.

Spessmen can learn them via scrolls/books. Traitors can get some of those scrolls via uplink for now.
2018-03-22 13:04:47 +01:00
skull132
a6f5a5b230 Merge branch 'master' into development 2018-03-21 07:08:05 +02:00
Alberyk
acd9646175 Adds Penny (#4416) 2018-03-19 15:34:50 +01:00
BurgerLUA
7d83324a27 Miscellaneous Tweaks (#4362)
Overview
This is just a misc fix PR to minor annoyances I encountered while playing on the server. This fixes the following:

Resisting from a chair unrestrained no longer adds a cooldown to activating objects.
Action figures are no longer massive, and only take up 1 slot in your inventory.
Boxing gloves can now be worn by any race.
The ore summoner can only move up to 10 ore at a time.
2018-03-18 00:50:46 +02:00
BurgerLUA
de19bc1b4e Fixed Diona Nymphs being unable to do a full merge. (#4424) 2018-03-17 18:13:14 +01:00
Alberyk
6cf19fb7c8 Hunter killer melee changes. (#4359)
At the request of cake, hunter killer's unarmed attacks have been given the shredding, that allow them to open airlocks, smashes windows and etc.
2018-03-11 14:52:36 +01:00
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
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
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
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
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
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
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
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
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
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
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
Alberyk
f690788793 Really cool cyborg buffs (#4264)
-opening a cyborg's cover now should take some time
-cyborg's stun batons should drain less power
-removed the wide sprite
-overclocked cyborgs can't be stunned by flashs
-fixes #4248
2018-02-18 23:58:10 +01:00
K0NFL1QT
5978749ee6 Races that don't get fat cannot be visibly chubby. (#4283)
Adds a new define: NO_CHUBBY
Adds NO_CHUBBY to IS_IPC
Adds NO_CHUBBY to Diona, Vaurca + Skeletons
2018-02-18 23:43:55 +01:00
sdtwbaj
83aafed974 boosts Skrell pay to be equal to humans. (#4219)
boosts Skrell pay to be equal to humans.
2018-02-11 23:21:17 +01:00
Karolis
998ef33ee2 Preparations for BYOND version 512 (#4024)
Makes sure code can compile and work under new version of BYOND.
2018-02-11 00:18:44 +02:00
Alberyk
dce802b457 Fixes penguins and more. (#4265)
-makes penguins a bit less terrible
-fixes the walls on the ninja base and adds a toolbox on it for real
2018-02-09 10:00:08 +02:00
Erki
20fc059ca7 Bugfix/runtime cleanup (#4249)
Some RTs.

Fixes #4091
Fixes #4092
Fixes #4077
2018-02-08 11:59:11 +02:00
Alberyk
faf9d48fec Fixes brig timers, medboots and titanium (#4241)
-fixes #4216
-fixes #4239
-fixes titanium being the same thing as plasteel
-fixes drop pods not working when you select a ghost
2018-02-03 23:33:28 +02:00
Werner
49eaa801a8 Should fix the ed209 attacking guard dogs (#4233) 2018-02-02 16:49:36 +02:00
LordFowl
453b039dfe Fixes More Devbugs (#4214)
Fixes #4195
Fixes #4199
Fixes #4162
Fixes #4194
2018-01-30 07:50:30 +02:00
Alberyk
d2ae96d7b0 Ports more missing limb checks from polaris and fixes removing hands not dropping items. (#4212)
-adds more checks for missing limbs in the icon updates
-fixes #4140
2018-01-29 23:17:18 +02:00
Alberyk
c0425a867c More bugfixes for the january update (#4200)
-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
2018-01-29 22:54:01 +02:00
BurgerLUA
596fb2ef85 Fixes #3881, #3965, #4070, #4079 (#4181)
Overview
Fixes/Tweaks PRs #3881 , #3965 , #4070 , and #4079.

#3881
Auto-Hiss was really bad. There is now a chance that the Dionaea autohiss will actually fully pronounce a word properly. Words like "everything" and "course" are no longer read as "eeeeveeerthing" or "courseeee".

#3965
Poking people with the cane would sometimes cause an excessive amount of blood, so I just removed the damage altogether poke people at your own leisure now.

#4070
Some garbage items had too high of a chance. Hindsight, it's dumb for an arcade machine to vend alcohol. The red space suit replica is also useless and doesn't work really.

#4079
Burritos used a terrible way of mixing chemicals in recipes, so now they have a proper way of transferring chemicals. Burritos now also require more meat, and by extension, are now more filling.
2018-01-28 19:48:35 +02:00
Alberyk
eefbc5fc1a Fixes running around causing mental issues and more (#4169)
-fixes #4168
-fixes #4165
-fixes #4161
-fixes a missing facial hair
-fixes flags on the warehouse
-fixes a message with rings
-removes the badges from the maint spawn as some player's request
2018-01-28 00:16:55 +02:00
Erki
bfb8a336db Fixes uphint (#4163)
Enforcing strict 1/0 conversion yay.
2018-01-27 23:35:29 +02:00
LordFowl
b72b16d989 [WARM REPAIR] General retardation hotfixes (#4158) 2018-01-27 22:13:10 +02:00
Pacmandevil
b22cb0e59d [Ready for review until the inevitable map conflicts] Firing pins (#3375)
I'm going full steam ahead with this.

Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.

Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.

There's currently the following firing pins:

One that checks for a specific implant, EG a loyalty implant one.

One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)

The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.

A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.

A DNA locked one. and a subtype which will explode if someone else tries to use it.

the system's designed to be easy enough to add on to.

Feedback fourm is here:
2018-01-27 20:59:00 +02:00
LordFowl
ad00601b81 Ports /tg/ Brain Trauma (#3979) 2018-01-27 12:13:19 -06:00
Erki
6fe90002dd Up-hint and UI cleanup (#3773) 2018-01-27 12:11:22 -06:00
LordFowl
e656f2743c [Ready For Review] Unapologetic Vaurca Buffs II: Attack of the K'ois (#4083)
Implements Black K'ois
Implements K'ois Mycosis
Implements Black K'ois Mycosis
Buffs K'ois' healing properties for Vaurca
Vaurca can now control where they bite
2018-01-27 17:52:30 +02:00
Lohikar
0abc1d2a65 Repath a bunch of things to /mob/abstract childtypes (#4111)
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.

* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
2018-01-24 11:27:14 +01:00