Commit Graph

7363 Commits

Author SHA1 Message Date
Erki
29a641c2e8 Fixes the runtime of mob/visible_message not having a range arg (#5100) 2018-08-07 09:02:08 +03:00
Alberyk
bf467f2fcd August bugfixes (#5096)
-removes the shotgun magazines things, not done properly by #5010
-fixes more secret chems showing up on cargo warehouse
-removes rainbow slime core, since there is no way you can get it, from the bounties
-fix the adhomian bread recipe
-removes the mining drone ore hunting behavior, which just ended with them falling down holes and other dumb things
-fixes #5097 by removing the bluespace leak ruin, since the bluespace walls had some bizarre interaction with simulated turfs in the asteroid, besides just pushing half of the loots into walls
2018-08-07 09:01:42 +03:00
skull132
b6e8ae4d53 Merge branch 'master' into development
# Conflicts:
#	code/modules/reagents/reagent_containers/inhaler.dm
2018-08-05 20:29:03 +03:00
BurgerLUA
1620d81661 Extinguisher + Container Reworks (#4793)
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.

Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.

Containers are much more saner now. They all share a standard system, unless specified.

You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.

Sinks are more saner, you can refill or empty them easier with various refill amounts.

Removed silly exclusive cyborg limb checking for hyposprays.

Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.

Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.

Large reagent container leaking happens over time as opposed to just leaking every time it moves.

New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.

All extinguishers now have monoammonium phosphate in them instead of water.

Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.

Nerfed the extinguisher range so it only sprays in a 3x3 radius.

Mini-extinguishers spray in a 1x1 radius.

Adds Monoammonium phosphate containers across the station.

Most watertanks are replaced with Monoammonium phosphate containers.
2018-08-05 20:14:00 +03:00
Alberyk
a2786edf7e Adds the hunter-seeker cyborg preset (#5033)
At the request of kyres1 this prs adds the preset for a cyborg to be used in the future synth events, sprites were made by kyres himself. Also, gives the syndicate cyborg's smg a new sprite.
2018-08-04 22:22:41 +02:00
Mykhailo Bykhovtsev
dd4efb5a27 EMP resistance items (#4995)
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.

Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).

adds sprite for new nanopaste with surge module.

Cleans up some code in files I worked on.

Fixes bug where destroyed cyborg components would vanish. Fixes #5000
2018-08-04 21:14:32 +03:00
BurgerLUA
8519dcc393 .loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
2018-08-04 01:48:58 +03:00
Alberyk
187613428e Adds some random asteroid dungeons (#5052) 2018-08-03 22:46:06 +02:00
ben10083
e3b0cc5e42 Adding a Medical hud to Medical Module (#5048)
For some reason the Medical module does not have a medical hud, so they cannot change the physical status of their patients (they can see health via sensors but currently cannot change their status). This fixes that by giving it a medical hud.
2018-07-31 20:58:56 +02:00
Karolis
cd75669956 Fixes better holograms not working when mimicked person has turned sideways. (#5061)
Fixes better holograms not working when mimicked person has turned sideways
2018-07-29 02:31:43 +03:00
Alberyk
0b2ea5f78a July update: vaurca and mining fixes (#5047)
-fixes #5046
-fixes #5037
-fixes #5036
-changes that you can only climb walls by being in the grab intent, to avoid falls by accident when clicking a wall
-changes the cooldown of the warform at bygone's request
2018-07-29 02:31:33 +03:00
LordFowl
37ce8ff32c Vaurca Event Fixes (#5051)
Fixes various bugs and/or issues noticed throughout the test event this afternoon. I will leave this open for a while so more bugs can be reported.
2018-07-27 23:47:21 +03:00
Mykhailo Bykhovtsev
a14adaf747 More bugfixes (#5018)
Microwave can now eject items that are inside even when there is no power to it using Eject content verb. Fixes #4847

Mechs who were IONed and got into maint mode(while have maint mode change forbidden) can now change if they are allowed to switch maint mode by DNA owner. Fixes #4532

Changed door names. Fixes #5009

Found important bug in rejuvinate proc of living.dm It would crash when called on mobs that do not contain any reagents in it (AI, borgs, some simple animals). Effectively fixes #4986

Renamed sprite for basic service module so their eyes overlay is not missing anymore.
2018-07-24 08:06:56 +03:00
Werner
e5121d1b3e Increases the size of the new player window (#5042)
to ensure "show player polls" is always shown
2018-07-24 07:48:53 +03:00
Alberyk
8861211d8e Minor bugfixes july update (#5029)
-fixes warform powers having no cooldown
-fixes dionae random names being broken
-fixes an incorrect check in laptops and trays
-gives siik'tau an unique color
2018-07-23 23:05:41 +03:00
LordFowl
e7fc543189 July Update Bugfixes: Better Than Alberyk Edition. (#5031)
Fixes #5030
Fixes #5028
Fixes #5040
Fixes american flags not showing up
Fixes gauss rifles being overpowered

I may add more bugfixes with this PR if anything juicy comes up.
2018-07-23 22:57:00 +03:00
Erki
dd4ef4b3c3 Update, 22JUL2018
Episode VI, The Return of the Maymay.
2018-07-22 22:14:03 +03:00
LordFowl
76372c4b15 [Ready for Review] Unapologetic Vaurca Buffs III: Revenge of the Buffs (#4885)
Implements various changes at the behest of lore-dev BygoneHero, namely:

Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
2018-07-22 19:17:03 +03:00
Werner
da454793fe Cyborg Update (#4992)
Changes / Fixes a few things around borgs:

    A borgs voice is now garbled if its damaged too much
    Completely broken components are now accounted for in health
    The taser cooling module can now be applied to sec borgs again
    Added a lower power warning ability
    Fixes a mistake in the NT Aggressive lawset

Fixes #4112
2018-07-20 21:11:13 +02:00
BurgerLUA
9a0a82fc04 measure once, cut 10 times (#5014) 2018-07-19 21:44:00 +02:00
Alberyk
34cdff0690 Fix a custom item bug (#5008)
Turns out if the game can't equip or put the custom item into an inventory, it will just throw the item into space due to the order of where the equip_custom_items is, this should fix this problem.
2018-07-19 00:18:38 +03:00
skull132
59a69716d8 Merge branch 'master' into development 2018-07-17 23:23:02 +03:00
Mykhailo Bykhovtsev
3e1d0ca38f Fixes #5000 (#5001) 2018-07-17 22:55:40 +03:00
Alberyk
f2d48983c4 Bug fixes: trial by fire (#4990)
-fixes #4697
-fixes #3913
-fixes #3216
-fixes #1854
-fixes #901
-fixes #1597
-fixes #4469
-fixes #1215
-fixes #3681
-fixes #3567
2018-07-17 22:55:01 +03:00
BurgerLUA
6cf7aadf8c Fixed an age-old tail layering issue. (#4889)
When wearing clothing in the suit slot, tails would layer over clothes when facing south, toward the screen.
This PR fixes it by telling the game to layer it behind the suit slot if the player is facing south.
2018-07-16 23:25:31 +02:00
Alberyk
80a82cd4ec Adds siik'tau and a bit more (#4947)
This pr adds siik'tau, as proposed here: https://forums.aurorastation.org/viewtopic.php?f=78&t=11259
A language that humans, skrell and tajara can select.

Also, tweaks how skrell handles language at the request of the skrell lore person and cleans up a tiny bit of the species language related vars.
2018-07-15 16:25:04 +02:00
skull132
8348bf711c Merge branch 'master' into development 2018-07-14 15:01:05 +03:00
ben10083
70e7be54fc Clerical robot getting more stuff (#4960)
Gave Clerical module a Denied stamp and a tape roll.

If it's emagged it gets a Chameleon stamp and a electrified arm for self defence.
2018-07-14 13:21:34 +03:00
BurgerLUA
ddaf0b0d3e Fixes inhalers having odd interactions with masks (#4988)
The code for whether or not gas could be inhaled wasn't good. This fixes that.
2018-07-14 13:13:21 +03:00
Alberyk
5e915363a8 Bugfixes: the hour of reckoning (#4989)
-fixes #3766
-fixes #4619
-fixes #4842
-fixes #4948
-fixes #4439
-fixes some extra white pixels on the dead spider icon
-fixes the hacker event not taking people's money if it is a success
-fixes an oversight that allowed people to explode emmaged cyborgs using the robot console
-fixes messed up shotgun icons when wielded
-fixes the butcher knife sprite being messed up
-replaces all userdanger span class with danger, since userdanger is not really a thing
-vaurca should now spawn with proper survival gear, as requested by their lore person
-cleans up some martial art texts and logging
2018-07-14 12:38:16 +03:00
Lohikar
a15aa07307 Fix Phantom Globals (#4957)
Removes the phantom global definitions that Fowl found.

Fixes:

Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
2018-07-01 22:47:58 +03:00
Karolis
6bc87d221c Makes crew copied holograms actually copy the crew if they're within camera range (#4926) 2018-07-01 22:36:57 +03:00
Mykhailo Bykhovtsev
33fb783d6b Commanded mobs fix (#4942)
My Hostile mobs PR broke commanded mobs. Making them behave weirdly. This PR fixes it.

Commanded mobs do not attack their masters in any situation possible

Dogs do not destroy their surroundings

Commanded mobs make sad emote when they are being attacked by their masters.

Commanded mobs no longer attack target that they need to follow.
2018-06-26 21:49:43 +03:00
Werner
7877c6876b The drone console now lists drones located on different station levels (#4918) 2018-06-22 22:22:07 +03:00
BurgerLUA
5444e578f5 Kinetic Fixes (#4898)
Fixes a mining borg issue caused by an old bug, fixes processing for the uranium charger, adds a new cyborg kinetic accelerator that uses cyborg battery charge.
2018-06-18 07:28:54 +03:00
BurgerLUA
9da929d4a1 Custom Kinetic Accelerators (#4802)
This is honestly one of my biggest and most ambitious projects. I hope people are happy with this.

Custom kinetic accelerators are special, customizable mining weapons that are meant to give a sense of progression, and a sense of pride and accomplishment while mining. Each custom KA is made up of 3 or 4 parts:

The Frame (5 to choose from)
The Cell (5 to choose from, +1 traitor)
The Barrel (5 to choose from, +1 traitor)
The Upgrade Chip (7 to choose from, +1 traitor)
The sprites change with each addon, they are truly dynamic and there are so many combinations of parts that a miner can have. You can have several different builds for each desired mining style, it's quite a robust system.

You can have a KA that shoots slowly, but delivers high-penetrating shots that go through several walls of rock. You can have a KA that shoots REALLY fast, but precisely destroys 1 rock at a time. You can have an absolute canon of a beast, that destroys rocks in a 3 tile radius around it.

The parts can be obtained via research, via abandoned crates, or via RNG in the cargo warehouse. There are some custom KAs that spawn on the raider's ship, on the mercs ship, and a laser one on the merc's headquarters. That laser one can also be bought from the traitor uplink as well.

ERT get a class 4 KA for use in special operations, if they choose to use it.
2018-06-17 23:02:42 +03:00
Alberyk
b601c6bedd Changes how stuttering is handled (#4855)
Being hurt or wounded will now triggger the traditional stuttering, while non wounded mobs, mostly under the influence of the disability, will use the new stuttering.
2018-06-15 01:22:47 +02:00
skull132
05c0d13013 Merge branch 'master' into development
# Conflicts:
#	maps/aurora/aurora-4_mainlevel.dmm
2018-06-03 14:15:41 +03:00
Erki
c22698ce74 Fixes a thing because aaaaaa. (#4840) 2018-06-03 11:31:10 +02:00
Mykhailo Bykhovtsev
5397e798c6 Hostile AI fix (#4839)
When I made an update to hostile AI, I have not seen this stupid bug. This one variable makes them ignore people with full health. I urge to merge it ASAP as carps and spiders won't attack people with 100 health. fixes #4836

Also this makes hostile mobs to destroy surroundings if there is no-one to attack.
2018-06-01 20:51:31 +03:00
LordFowl
33b46e8b14 Adds Asthma (#4723)
Sprinting no longer deals oxygen damage unless you have lung damage or asthma. Sprinting is now based off of both halloss and oxyloss.

Lung damage now causes both oxygen damage and halloss when you sprint past your threshold.

Coughing disability now causes halloss when you sprint past your threshold.

Adds asthma, which causes oxygen damage when you sprint past your threshold, and inhibits your ability to recover from oxygen naturally. It also makes you cough harmlessly when you have more than 10 oxygen damage.
2018-05-26 23:54:25 +03:00
Lohikar
bf2f6fb28d Devour Fixes Pt. 5 (#4782)
Fixes #4780.
Fixes an issue where SA adult slimes were improperly considered organic mobs.
Fixes an issue where viscerators, malf drones, and spiderbots were not considered synthetic mobs.
2018-05-22 01:20:57 +03:00
Alberyk
baedf50918 Bugfixes: resisting grab and synth version (#4712)
-fixes #4704, so you can resist properly out of neckgrabs again if your stunned value is low enough
-fixes the ipc construction whitelist check once for all
-fixes orb's eyes sprites being at the wrong direction
2018-05-14 00:39:32 +03:00
Erki
613f55c56a Reverts alcohol changes partially (#4722)
Restores old rates of gaining and losing intoxication.
The strength of alcohol was implemented with the original formula in mind, you cannot simply add another curve and expect it to fit. The rate of getting drunk was way too fast (increased 7 fold!). I also doubled the rate of losing alcohol, since gains and losses typically work in balance with one another.
Fixes a bug which spammed, "You're drunk"
2018-05-13 22:15:55 +03:00
skull132
674cd94714 Merge branch 'master' into development
# Conflicts:
#	maps/aurora/aurora-3_sublevel.dmm
#	maps/aurora/aurora-4_mainlevel.dmm
#	maps/aurora/aurora-5_interstitial.dmm
2018-05-13 19:19:52 +03:00
Werner
520d294c8d Moves the Janitor Back to Civilian (#4716)
The Janitor is moved back to civilian.
2018-05-13 18:07:44 +03:00
BurgerLUA
aad698be53 Mental Medication Additions (#4648)
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.

Syringe (drugs) now contains truth serum.

Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.

A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.

The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
2018-05-13 17:39:56 +03:00
Erki
c0db238c11 Lore: bumped Vaurca economic modifier (#4702)
* Some lore thing

* Log
2018-05-12 21:15:56 +02:00
Ron
e388235cef Changes (#4594) 2018-05-12 21:15:01 +02:00
Mykhailo Bykhovtsev
65d58d026d Hostile mobs update (#4690)
This Improves hostile mob logic. They prioritize mobs with lowest health. They also now attack back if they are being either attacked or touched.

Improves efficiency of hostile mob code - decreases number of times expensive ListTargets() is called, while keeping the functionality
Example of why it is useful - spider starts chasing a person, another person comes in and attacks spider while it is chasing person one:

Without my logic - Spider blindly ignores person two and keeps chasing, thus just dying.

With my logic - Spider switches targets to person two. Until then spider check who has lowest health, and targets them.
2018-05-12 12:54:27 +03:00