Commit Graph

14405 Commits

Author SHA1 Message Date
NanakoAC
67bb388a5a Additional Pylons (#1870)
This PR adds a new utility mechanic for the cult. Pylons can now be upgraded into arcane defensive turrets, which fire bolts of demonic energy. These turrets are entirely automated, somewhat-rapid firing, extremely accurate and quite long ranged, but their damage is very low, and thus their total DPS, even with the fire rate, is still far lower than most real ranged weapons.
2017-03-19 00:06:36 +02:00
Alberyk
ae5956fd6e Wizard blade, loadout and general dev tweaks (#1905)
-add reflection and parry to the wizard rune sword
-tweaks and add more things to the custom loadout
-remove the linebin and thermals from cargo
-add exosuit paint kits and some other things to cargo spawn
-re-add the non slip flag to skrells
- Fixes #1890
-adds more hats
-beastmen botanists now get some snowflake gloves
-unathi are now poisoned by alcohol, at jackboot's request
-fix smacking people against toilets having no delay
-fix some visible message issues and wrong date in the sink and shower
-removed being able to select bst gear using chameleon clothing
-fix some grammer
-fix vaurca voidsuits having an outdated species
2017-03-19 00:05:25 +02:00
Lohikar
63eafb3643 Code Cleanup: Destroy() fixes part 1 + Misc Fixes (#1933)
In this PR:

Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes #812.
Fixes #1877, Fixes #1929.
Fixes #1930.
Fixes #1152, Fixes #1917.
Fixes #1902.
Fixes #1165.
2017-03-18 23:06:24 +02:00
Alberyk
4b93a20a5e Adds ipc loyalty chip (#1934)
By the quest of the lore team, adding an ipc version of the loyalty implant for when synths will be able to be loyalty implanted roles.
2017-03-18 20:52:41 +02:00
Lohikar
d3242f13a5 Abstract machinery, intercom listener, and directional hardhat lights (#1918)
changes:

Added an abstract-machinery helper type for interacting with power systems without duplicating power code.
Changed intercoms to use abstract machines to handle power state changes instead of polling with process().
Hardhat lights are now directional (LIGHT_WIDE)
Fixes #1922.
2017-03-18 20:06:45 +02:00
NanakoAC
fa12422854 Mining chargers, fruit slices, windoors (#1897)
A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge

Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills.
I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too.

Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop

Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag.

Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically.

Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault

fixes #990
fixes #862
fixes #1875
fixes #1842
fixes #1742
2017-03-18 20:04:13 +02:00
Alberyk
07475b3b52 Custom items 15/03 (#1925)
Items being added:

-Tagged brown coat - Leo Wyatt - keinto
-Tagged brown hat - Leo Wyatt - keinto

Also, fixing some minor issues with some custom items.
2017-03-18 00:33:24 +02:00
Alberyk
e6655deb3d Nooses (#1805)
-ported nooses from hippie

They can be build with cable, if you stand on any table or bed. You can tie people, but it takes around 20 secs, and people that are not cuffed or disabled somehow can untie themselves. Also, it will produce some flavor texts while they are being hanged or a body is hanging from one.
2017-03-12 18:16:57 +02:00
Lohikar
263bb7ab8d RnD & Cat fixes (#1913)
changes:

bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes #1158 
Fixes #1662
2017-03-12 12:18:58 +02:00
Lohikar
7cc68feeb4 Remove holder access (#1906)
changes:

Mob holders no longer grant that mob's access.
Fix bug where wrong task was killed on invalid head in scheduler.
Fixes #1785
2017-03-12 12:18:09 +02:00
NanakoAC
ceff4ae424 Tech Fixes: (#1888)
Fixes #1790 
Fixes #1791 

Fixes a number of issues with robot sprites, chem master machine, and surgery steps

The issue with borg sprites was caused by duplicate calls to ..()
Ive standardised robot module parent calls to the top of the function

Fixed the chemmaster not depositing pills in bottles properly. I added a new add_to_storage proc to storage.dm which is just a simple, safe means of putting stuff in stuff. it handles the checking.

Fixed some issues with surgery. A few surgery steps had incorrect "open" var ranges defined which was causing organ repair surgery to be interfered with

Also removed screwdriver from the list of bone mending tools, and added duct tape instead as the ghetto alternative. And allowed energyswords + chainswords to be used for cutting open ribs. theyre already useable for amputation

Fixed an incorrect return var for surgery that was making surgeons able to attack their patients on help intent. Shouldnt happen anymore

And also fixed the experimental welder being un-makeable at the protolathe.
2017-03-12 11:52:33 +02:00
Lohikar
cd52c36313 Lighting fixes part 307 (#1896)
changes:

Fixes missing icon for powered off night-mode tubes.
Nerfs borg floodlight back to sanity.
Reduces the light power on red-alert level fire alarms a bit.
2017-03-12 11:51:07 +02:00
LordFowl
9856e18486 Fixes internal phoron buzz (#1908)
Due to bad code andn stuff, buzz happened every 3 secobds. no more.
2017-03-12 11:50:18 +02:00
skull132
335f3f8261 Merge branch 'master' into development 2017-03-06 01:01:12 +02:00
Lohikar
9cb32e0653 Lighting fixes (#1886)
changes:

Fixes directional lights not obeying Face-Direction.
LIGHT_SEMI now works properly when a light is facing NORTH or SOUTH.
Fixes #1884
2017-03-06 00:30:34 +02:00
skull132
c5b9d75e34 End The Contest (#1887)
It was fun.
2017-03-06 00:26:18 +02:00
Lohikar
e2725ab4cb Computer dark visibility tweaks (#1829)
changes:

Holo-computers' displays now draw above the lighting layer, allowing them to be seen in the dark.
APCs' displays now draw above the lighting layer, allowing them to be seen in the dark.
2017-03-05 22:28:11 +02:00
Lohikar
f8e808f617 /vg/ AME port (#1831)
changes:

Ported /vg/'s anti-matter engine.
Anti-matter engine is now orderable from cargo.
Anti-matter fuel is now orderable from cargo.
Using 1 of each AM crate from Cargo, you can get 240 kW.

Note: We already have this engine in our code, this is just an update to it.
2017-03-05 22:05:57 +02:00
Lohikar
5b737098d9 do_after progress bars (#1857)
Adds the do_after progress bars that were originally going to be added with lighting, but got scrapped due to PR-bloat.

changes:

do_after actions now have a progress bar.
Added a changelog for directional lighting as I apparently forgot it.
The do_after proc's required arguments are unchanged, however it now accepts the argument act_target, which allows the caller to specify what object the progress bar should appear over. Defaults to user.
2017-03-05 22:03:59 +02:00
skull132
c144720345 Fixes robotic organ surgery (#1883)
An invalid open state was stopping the use nanopaste to fix robotic internal organs. This is now fixed.
2017-03-05 19:25:18 +02:00
Lohikar
73c29bd5a7 Miscellaneous Fixes (#1868)
changes:

Engineering now actually gets engineering-type alert consoles instead of the non-functional base type.
Lighting is no longer broken by shuttles.
The ERT shuttle autoannouncer should no longer cause lighting runtimes.
Fixed some bad newlines in some character setup help texts.
Custom loadout tweaks now properly write to SQL.
Custom loadout is now saved as JSON.
Players are now shown a notice when the server was unable to load their custom loadout.
Drowsyness is now clamped to zero.
Added some new tips to the example.
Tweaked some tips' grammar.
Removed some tips that do not apply to our code base.
Probably fixes embraced vampire thralls not getting vampire verbs.
Fixes #1844.
Fixes #1835.
Probably fixes #1687.
Probably fixes #1824.
Fixes #1839
2017-03-05 15:14:28 +02:00
NanakoAC
3080c20428 Diona fixes and Tweaks (#1871)
I'm currently in bugfixing mode to prepare for next update. This PR is a package of fixes for some outstanding issues related to diona that have caused complaints, and a few minor tweaks.

Fixed diona not having a mouth. This wasn't intended, even in bay. It was caused by a fuckup with typing order. Although there were hacky fixes i could do, i opted for the most correct fix, which was re-pathing all diona external organs to be /obj/item/organ/external/BODYPART/diona, whereas before they were /obj/item/organ/external/diona/BODYPART

This approach is the most flexible and future proof. Having all heads behave properly as heads is more important than having base behaviour for diona organs. That can be handled with vars and flags. This did involve duplicating quite a few vars to all that were part of the main class, but its worth it.

Rebalanced Plant-b-gone, requested repeatedly by garn. In general it got heavily nerfed, but carefully tuned. It now slightly outdamages a diona's base regen rate, but not by much. Reagent permeability is also factored in now so equipment can protect against it. Some radium treatment will make it a non issue

Also increased the click cooldown for spraybottles used on mobs. it was pretty broken at 4 dc.

Fixed nymphs getting Tau Ceti Basic for free upon evolving. Now they'll only have it if they had it as a nymph. (this doesnt affect diona that directly join as gestalt)

Added another ear slot for diona, so they can wear two headsets, or a mouse. Often requested

Adjusted diona air consumption. They have a mechanic whereby they consume gases from the environment for nutrition. Ive just made this actually remove said gases. Consumption is significantly below the rate of replacement so it wont be an issue anywhere with a vent, but they can cause air alarms if they hang around too long in an unventilated room.

Fixed a devouring bug where a creature could get stuck marked as devouring something (but not actually doing so) and be unable to start devouring it. Instead of rejection, trying to devour something you're already eating now cancels.
2017-03-05 02:07:37 +02:00
Lohikar
7bc62acb6e Pooling fixes (#1866)
Fixes some bad arguments on getFromPool calls that were causing things to not work correctly.
Fixes #1800.

Damn you butterfly effect.
2017-03-05 02:05:14 +02:00
Lohikar
5320d6af3e IPC Lights (#1846)
changes:

IPCs now emit a weak light based on the color of their screen.
The system for making species emit light is modular, and Shells+HKs have been excluded from light emission.
2017-03-05 02:02:03 +02:00
Lohikar
2080e40183 Merge with development 2017-03-04 15:58:56 -06:00
Lohikar
4aeab0d6ce Improve asteroid generation performance 2017-03-04 15:45:01 -06:00
Alberyk
9931c46312 Event locker fixes (#1851)
Fix some minor issues with the sol outfit closes.
2017-03-01 23:15:18 +02:00
LordFowl
e00ba48c8f SolRep Uniforms (#1856)
After discussing it with Jackboot, I have decided to give the SolRep their own uniform. In an attempt to differentiate them from the captain, I created a new uniform sprite based off of the US Navy Dress Blue uniform.

Since SolRep's and their alternate title of IAA are very different, I decided it would be best to spawn all of the SA gear on the SolRep specifically, so that the IAA doesn't get greedy with a locker.

The SolRep now spawns with:
A regular pair of sunglasses.
A Lieutenant Sol Navy dress uniform
A Navy cap
Laced dress shoes
A ceremonial sword

They no longer spawn with a briefcase.

I also switched the sprite of the Marine dress cap and the Navy dress cap, because I believe that they better match their source this way.

I also renamed the dress whites uniform to be Sol Navy Commander Dress Uniform, and the Dress blues are Sol Navy Lieutenant Dress Uniform. This is to me the best way to convey rank without creating a whole new insignia accessory.
2017-03-01 08:22:59 +02:00
Alberyk
711bbef2b0 Antag contest week event (#1834)
* Update carp_migration.dm

* Add files via upload

* Update sol_items.dm

* Update sol_items.dm

* Update captain.dm

* Update civilian.dm

* Update sol_items.dm

* Update baystation12.dme

* Add files via upload

* Update carp_migration.dm

* Add files via upload

* Add files via upload

* Add files via upload

* Update sol_items.dm

* Update civilian.dm
2017-02-28 00:15:31 +02:00
Alberyk
4991b0e9b1 Custom items 26/02 (#1843)
Adding the following items:

Family Beret - Kar'lan Sel'ler - toasterstrudes
Tajaran Service Uniform - Guskov Andrei - fireandglory
Siik'maas-Tau Ceti Basic Dictionary - Zhilin Vadim - fireandglory
Emergency Response Team Duty Jacket - Fai Sinsa - soundscopes
Old Tajaran Nobleman Suit - Faysal Al-Shennawi - alberyk
Prosthetic Vaurca Eyelids - Ka'Akaix'Ghoz Zo'ra - sleepywolf

Removed:
Clement Beach implant at player's request
Vittorio Giurifiglio arm band, because item was turned into a custom loadout option due to the owner and players requests
2017-02-26 22:19:00 +02:00
Lohikar
dceacd805b Directional lighting tweaks (#1833)
changes:

Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
2017-02-25 22:12:13 +02:00
NanakoAC
dc951d6261 Cooking and Smallmob tweaks (#1825)
Just an assorted package of little things:

Scales down the deep fryer, reducing its power usage, oil reservoir and cooking containers. Should help with complaints about power usage

Fixes up numbers so that cookers heat up in 15 minutes as intended

Adjusts the normal size of all conbination cooking items, so its harder to reach crazy sizes

Removes some debug messages

Fixes user not being populated in get_scooped procs, which was preventing the special "X climbs onto Y" message from appearing when a mouse drags themselves onto a human

adds passtable code to girders and empty machine frames, allowing small mobs to crawl over them and projectiles to sometimes (50% chance) pass over
2017-02-25 22:11:08 +02:00
Lohikar
8c6a2a84a0 Algorithmic Directional Lighting (#1726)
This is similar to #1722, but it uses a bit of math to allow explicit setting of the angle of light.
Pretty much complete, although no lights have been updated to use directional lighting.

Features:
Facing a wall with a directional light results in darkness - light is not emitted on own tile.
2017-02-24 21:43:22 +02:00
AgentWhatever
70912e9b1d Hatch fix, sleek medbay icons, icon selection update (#1782)
Added a chemistry and surgery varient of the sleek cyborg icons
Fixed that annoying issue with the open cyborg hatch witout battery
having a random pixel
Medborgs can now choose sleek medic or chemist and drone medic or
chemist
Rescueborgs can now only select either one sleek or drone icon
Fixes #1773
2017-02-24 20:25:06 +02:00
Lohikar
65e0f3de97 Simpler lighting process, bug fixes, & modular computer tweaks (#1809)
Fixes #1806
Fixes #1730
Fixes #1747
Partially addresses #1763
Addresses #1283
Fixes #1799
Fixes #1816
Fixes #1813
2017-02-24 20:24:31 +02:00
Ryan784
a52092b294 Fixes #1789 and most alt-clicking related bugs (#1808)
Fix for the alt-clicking related bugs; users being able to alt-click and
have it work regardless of distance.
2017-02-24 19:30:09 +02:00
Alberyk
54b64c3688 Loadout fix and virus immunity additions (#1804)
-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
2017-02-24 19:12:16 +02:00
LordFowl
76a891930e Bugfix Bonanza + Z-code and stuff. (#1819)
* Bugfix Bonfire #1

* Bugfix Bonanza #2

* BigBomba

* Banner.dmi

* Fixing Cyborg spawn

* Re-enabling asteroid gen
2017-02-22 14:42:49 -05:00
Lohikar
2945dc9f0d Do the thing (#1812) 2017-02-20 12:34:24 -05:00
Alberyk
14e6450be7 New map events changes (#1793)
* Removing drones and space dust

Drones will be replaced with something else, probably a similar mob but with another theme, dust is being disabled for some reasons

* new meteors types

* Update meteors.dm

* Update Space Station 13 areas.dm

* Add files via upload

* Add files via upload

* Add files via upload

* Update baystation12.dme

* Update carp_migration.dm

* Add files via upload

* Update meteors.dm

* Update event_container.dm

* Update event_container.dm
2017-02-17 14:43:58 -05:00
skull132
9a2445dc69 Merge branch 'master' into development 2017-02-17 12:16:49 -05:00
Alberyk
539be7f192 Fixing broken magic missiles, corrupted form and rev/cult tweaks (#1766)
-fix magic missiles not working
-corrupt form should not strip the wizard, should last longer and the fully upgraded form was buffed
-heads of staff, except implanted ones, can be converted to rev now
-cultists gets the cult language
-loyalty implants will stop rev convertion
-probably fixed ai and cyborgs being selected as cultists and getting access to aooc
- Fixes #1777
2017-02-17 20:15:10 +02:00
NanakoAC
6e16ad88ff Nanako's cooking rework (#1743) 2017-02-17 20:08:45 +02:00
Ryan784
bc8f9a519e Bug Fixes (#1772)
* Fixes #1769
pAI's can no longer drag people, only items with w_class of 2 or lower
(small items).
* Fixes #1756
No longer makes welding sound when an "off" welder is used on an APC
frame.
* Fixes #1746
Fixes the bug; however, I'm unsure of the repercussions of using
* Fixes #1605
Grab intent can now be used to put people into sleepers.
* Fixes #1703 and updates Sleeper code
Updates the sleeper code.
Broken syringes for Medical Borgs will now be repaired the cyborg
charging station.
* Fixes #1592
Pills created in a Chemmaster loaded with a pill bottle will now go
directly into the pill bottle, provided there is enough space.
2017-02-17 20:07:42 +02:00
LordFowl
b3ac21c52c Fix organic shell legs (#1792)
Fixes #1657
Fixes #1711
2017-02-17 20:06:31 +02:00
Lohikar
a50d0a8390 Machinery performance tweaks (#1744)
changes:

Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
2017-02-15 22:07:47 +02:00
NanakoAC
aba694af6c Lighting Balance Pass (#1724)
Tweaks diona values on all lights, and range/power on a couple

Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
2017-02-14 21:50:45 +02:00
Lohikar
2b9aa21421 Spark Fixes (#1764)
changes:

Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
2017-02-14 14:37:16 +02:00
LordFowl
3e59e4c055 Spawning at the Odin (#1762)
Latejoiners will spawn at the Odin, in an elevator shaft in a segregated section of the station away from round-end.
Latejoiners will spawn in civilian clothes equated to their paygrade. (List currently is extremely rudimentary.)
Latejoiners will get their implants activated, their departmental memories inserted, and their equipment delivered by the auto-locker machines. It is at this point that they will be announced to the crew.
Latejoiners will then proceed to the arrivals shuttle. As soon as any living being steps on the shuttle, it will begin counting down to launch in 30 seconds. If there is no living being on it when it is about to launch, it will cancel.
The shuttle will be in transit for one minute. When it arrives it will wait a minute, and then attempt to launch back to the Odin. If there are any living beings on it, it will cancel, announce this to the crew, and then try again in another minute.
Anyone who remains in the spawn area for longer than 15 minutes will be despawned if they're SSD. If they are not SSD they will be teleported to Aurora's cryo. If Aurora's cryo is somehow destroyed they'll be despawned.
Spawning area itself also has its own cryo, if for whatever reason that is needed.
2017-02-14 11:52:48 +02:00
Alberyk
2ac3771ad1 Fix the ccia headset having the wrong key (#1759)
-fix wrong ccia radio key
-fix messed up bike messages
2017-02-12 19:07:46 +02:00