Commit Graph

12935 Commits

Author SHA1 Message Date
Trigg
075cd60828 Centralized dummy lookalike generation (#58366) 2021-04-15 13:53:27 -07:00
AnturK
c54afc5dce Adds worn overlay y offset variable. (#58400)
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-04-15 11:06:17 -07:00
tralezab
7d58d8de6c REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
2021-04-15 00:15:45 -07:00
Jonathan Rubenstein
e3d76119fc Disables drone restrictions on Derelict drones (#58412) 2021-04-14 22:47:42 -07:00
Seris02
875cc95cd9 Teensy tiny improvements for freerunning (#58187)
Since climb_time is multiplied by 0.8, climb_stun should also be. Not much point in taking it if whoever is chasing you can still arrive with you stunned on the table and simply pull you off it. If this is too much taken off in total, in my opinion, the stun time should be adjusted, rather than the climb time.
Also reduces the ZImpactDamage knockdown multiplier. Right now both with freerunning and without you get knocked down the same amount, now with it you're actually better at catching yourself on those z level falls and so suffer less of a knockdown.
2021-04-14 22:47:11 -04:00
Ryll Ryll
2f59c935b8 observers can see an ai's laws by examining its camera eye (#58346) 2021-04-13 05:58:19 -07:00
necromanceranne
366ad16c88 Monkeys are now too primitive to pilots mechs (#58352) 2021-04-13 05:30:07 -07:00
Jonathan Rubenstein
456e475da5 Renews Maintenance Drones (#58249)
It's the second try! (First: #48456)

Drones are little robots inspired by Keepers from the Mass Effect games. With laws to maintain both the station, and their distance from the matters of others, they were a great ghost role that let you fix up the station when you were otherwise out of the round. They were in the game for quite a while, but were abused. The abusive players completely ignored the laws and did whatever they wanted. Being tiny ventcrawlers, this became a huge issue for admins.

I attempted to bring them back, this time with some gameplay restrictions to enforce their laws a bit better. It seemed to go well, but I required headmin approval, and this all happened near a headmin election, so the project died.

Recently, some people have wanted to bring drones back. So, they gave me a ring, and I started a discussion with the admin team to see what other changes they would want in addition to the previous ones.

Here are those changes:

    They can't interact at all when close to another being, living or dead
    Their binary chat has been removed to separate them from AI and borgs
    They can only hold a whitelist of items necessary to do their job
    They can only interact with machines necessary to do their job
    The drone satchel is gone, and drones now have built in basic tools
    They also can't interact in some blacklisted high risk areas
    Finally, you must play 40 hours total as a Silicon role in order to play as a drone

Additionally, the drone dispenser is not mapped, and the drones must be researched to be constructed.
Why It's Good For The Game

Drones are a fun way to pass the time, and this time they have a lot less freedom. You can still perform the basic function of maintaining the station, but not without difficulty and tedium. This will allow other station roles to perform much better than the drones, while still letting them chug along at their slower pace.
2021-04-13 13:10:36 +12:00
Greniza
23c9d1860b Adds a muzzle-breathmask (#58330) 2021-04-12 17:26:25 -07:00
IndieanaJones
d3fbd35ffb [READY] Space Dragon Quality Improvement Update (#57942)
qol: Space Dragon's gust attack is now tied to right click instead of an ability button
balance: Space Dragon has received numerous balance changes, most notably that Space Dragon will stall the shuttle until it loses or completes its objectives
fix: Fixed numerous bugs with Space Dragon, most notably the rifts not vanishing after Space Dragon's death
soundadd: Space Dragon now has a custom roar for dying and winning
imagedel: Deleted now unused Space Dragon ability icon
refactor: Space Dragon's speed changes are now controlled using movespeed modifiers instead of direct speed adjustments

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-12 17:09:26 -07:00
Mothblocks
991cdf37e9 Fixes humans not having any eyes (#58339) 2021-04-12 21:30:30 +02:00
Kangarad
86bbcb9c6a Update lizardpeople.dm (#58316)
Makes Ashwalkers Immune to diseases as they should be.
2021-04-12 06:39:46 -07:00
LemonInTheDark
5f2f566d74 Gives rotting things a timer before they become fully effective to give more leeway for cleanup. Lowers the max values for disease effect and proc chance significantly. Cleans up some silly zone selection code. (#58290) 2021-04-12 01:34:25 -07:00
LemonInTheDark
54f0b0ceb9 Some more harddel fixes (#58305) 2021-04-11 19:37:20 -07:00
tralezab
09ab61ae05 Four New Sects, small rethemes to first 3 (#57820)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 22:57:43 +03:00
celotajstg
7811a45fe0 Prevent negative open positions in crew manifest (#58300)
* Resolve open position issues in crew manifest

* Use the classes helper for multiple classes

Co-authored-by: celotajstg <celotajstg@users.noreply.github.com>
2021-04-11 20:54:47 +03:00
Thalpy
560597896c Fermichem 2.5 - Organ(kinda) related medicines adjustments! (#57806)
* Initial dump

* Getting there

* Update impure_medicine_reagents.dm

* Update impure_medicine_reagents.dm

* Adds the reaction mechanics

* Compiling fixes

* Update medicine_reagents.dm

* Updates the debug machine to allow for live recipe edits and tweaks the rest of the stuff

* Few fixes and things I missed

* linters

* Feedback changes

* Apply suggestions from code review. Thanks ATH1909!

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* More changes

* Few more tweaks before component and eyes

* Update chem_recipe_debug.dm

* Fixes loop I think

* I guess I'll just have to hope qdel does it's job

* It really doesn't like nullspace

* Fixes bug in oculine and misspelling

* No obsessed traumas to avoid forced antaging

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 01:29:41 +03:00
celotajstg
67cb9cb08c Refactor crew manifest in lobby, ghost and AI actions (#58275)
Co-authored-by: celotajstg <celotajstg@users.noreply.github.com>
2021-04-10 17:18:30 +03:00
ATH1909
88ceb988a4 Collateral shoves can no longer knock down someone wearing riot armor (#58220) 2021-04-08 03:46:09 -07:00
ATH1909
7ba2214b64 Venus human traps no longer take cold damage (#58185) 2021-04-08 00:06:32 -07:00
TemporalOroboros
faa556fae6 Moves code managing mobs getting shocked from disease code to mob status code (#58202) 2021-04-07 22:44:45 -07:00
IndieanaJones
c4e6f30105 Player Lobstrosities Can Right-Click To Charge (#58199) 2021-04-07 16:36:54 -07:00
Ryll Ryll
67c09b497f Stripping a disconnected player will tell them when they come back (#58129) 2021-04-05 05:17:38 -07:00
ATH1909
4ea31ef441 makes slapping someone in the face more intuitive (#58137) 2021-04-05 01:19:28 -07:00
ArcaneDefence
cb498a37e5 Adds moffins, a whimsical breakfast pastry (#58110)
* Adds moffins

* slightly different check as requested

* Update code/game/objects/items/food/pastries.dm

I have been got got.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/game/objects/items/food/pastries.dm

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2021-04-04 17:56:49 -07:00
Emmanuel S
97945e7d08 Adds emergency meetings during april fools (#58098)
🆑
add: The captain can now sometimes call emergency meetings using the communications console! Hopefully the crew will be able to sus out any imposters who might be among them!
/🆑
2021-04-03 10:52:54 +13:00
AnturK
7194bd3865 Fixes runtimes related to quick equip. (#58043)
Basic sanity and ensure unequip is properly called before equipping again.
2021-03-31 02:07:28 +01:00
Rob Bailey
292b217911 Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
2021-03-29 09:51:44 -04:00
Mothblocks
f560206d70 Fix back not respecting internals (#58012) 2021-03-29 10:27:57 +03:00
Randomguy523
7636528866 Corrects span and a typo with emagged pAIs (#57981) 2021-03-28 00:42:19 -07:00
Ghom
4e31fcecfa Renames TRAIT_MONKEYLIKE to TRAIT_DISCOORDINATED_TOOL_USER and fixes an issu with jungle fever (#57897)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-27 18:47:36 -07:00
Ghom
c6bacd5e68 Cyborgs now use the same icon states for charge screen alerts as ethereals. (#57966) 2021-03-27 09:36:04 -07:00
GuillaumePrata
c4b7f3c41b Moth eyes now have their own obj and mob sprites (#57893)
imageadd: Moth eyes now have a unique sprite that reflects on your mob.
2021-03-27 12:12:14 -04:00
Thalpy
0500771072 [Ready] Fermichem part 2.3 Adds a new reagent: Eigenstasium (#56918)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-26 19:56:04 -07:00
LemonInTheDark
d746928a8e Gibs/Dead bodies no longer produce miasma (#57957)
* Gibs/Dead bodies no longer produce miasma

Miasma production as it is now is too little over too long a time span, and it just ends up spreading across the
station and having little effect. My goal here is to remove a source of uninteresting gas from the station's
air, and make corpses and gib piles more infectious.
I've placed the cap on disease payout at a strength of 7, so there's a slight chance of a positive disease, but
I think it's counteracted by the danger presented by just infecting yourself till you get what you want.

I've rewriten the rot component to just run a percent chance to infect someone with a disease based on the type
of rot, and moved almost all of its behavior to signals. There's one portion I can't rewrite without making
significant changes to how I handle atmos sensitivity, so that'll come later.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-26 19:54:26 -07:00
Timberpoes
ab383c1928 Crops the cached ID card icon so it is less obnoxious in tgui chat. (#57935) 2021-03-26 19:25:52 +02:00
Mothblocks
f71b3a069b tgui strip panel + strippable element (#57889)
Completely removes show_inv and replaces it with /datum/element/strippable. It takes a list of instantiated /datum/strippable_item which communicate which slots are available and how to interact with them. This element has been added to humans, alien humanoids, parrots, and corgis.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-03-26 11:33:46 +02:00
Qustinnus
40d75cc340 You can now put food on plates, and plate no longer materialize out of nowhere as you cook (#57770)
* All plates removed.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: DeAndre <robustness13@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-03-26 08:32:27 +01:00
Fox McCloud
59e1e79d61 Implements Plant Biotype (#57108)
Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.

This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game

There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog

cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl
2021-03-26 10:03:43 +13:00
Ryll Ryll
f6848c6843 Dogs no longer take whatever they're holding/wearing to the grave (#57670) 2021-03-24 06:14:40 -07:00
tralezab
09b9ba6ce6 Highlander + Summon Guns and Magic now uses signals to equip new crewmembers (#57817) 2021-03-23 20:26:21 -07:00
Timberpoes
8811bc3ac0 Simple bots now use a different snowflake method for all access. (#57861) 2021-03-22 16:34:50 -07:00
zxaber
7d59802f74 Removes nationality tags from restaurant customer bot names (#57860)
Removes the "Space-American" and similar tags from customer bot names.

The robots have unique sprites and sounds, and themed names and chat lines. These tags aren't really necessary and pretty much just ruin the joke by telling the punchline.

Also, "Space-<Earth Country>" is dumb.
2021-03-21 21:13:46 +00:00
Fikou
ed85d3f5aa Full-Automatic Guns (#57084)
* fullauto component

* eh

* h

* brap

* it works!

* FUCK SHITUP

* dumbass

* l6

* oops

* GOD

* THE LAST 10% OF A PROJECT IS 90% OF THE WORK

* slopwer projecitles, replaces the tesla gun

* heavy

* minigun

* minigun stuff

* runtime fixes, pointer icon

* nuh uh

* makes modifeirs things

* nerf this

* yes

* aghh

* agh

* real high intensity changes here

Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-03-20 21:39:52 -07:00
TemporalOroboros
fb488fdfff Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
2021-03-20 16:03:59 -07:00
dragomagol
40466ab812 borg model picker uses a radial menu: (#57827) 2021-03-20 05:05:43 -07:00
zxaber
11367dda89 Adds the ability to download a borg's logs using SiliConnect. (#57300)
About The Pull Request

Adds a function to Siliconnect in which you can tap a borg using a mobile device that is currently running the software, and it will download the borg's logs. These logs list events such as being locked or unlocked, taken offline and being restored, and the process of being emagged. Borg logs will now list the emag user's name as a new user.

Downloading the logs is done by right-clicking the borg while the software is open and active. This will "tap" the borg with the device, initiating the log transfer automatically. The transfer will take eight seconds to complete, requiring you and the borg to stay adjacent the entire time, and the borg will get a large red text alert about the upload when it starts. The logs are also not stored permanently on the device, and will be lost if the app is closed.

This PR also introduces the tap() proc for modular computer programs, and adds functionality the the computers to call it when right-clicking with the tablet as a tool. Should the app use the tap in a meaningful way (such as starting a borg log download), it will return TRUE, and the computer will end the secondary attack chain.

Currently, this requires using a tablet or laptop with Siliconnect, as you cannot tap with a console. Someday I hope to add an additional hardware option for consoles in the form of a wireless hand scanner to replicate tapping.
Why It's Good For The Game

Adds a neat way to "diagnose" a borg acting oddly, assuming you have a way to keep them still. Allows one to view if the borg has been emagged, by whom, what SiliConnect messages the borg has received, the number of law changes that have been made, as well as some other (somewhat fluff) information relating to taking damage and getting upgrades.
Changelog

🆑
add: You can now download a cyborg's internal logs by right-clicking them with a mobile device running SiliConnect. Take a look if one is acting a bit strange, you might find something interesting.
add: Borg integrity (health) is now roughly shown in SiliConnect, under "Condition".
/🆑

To Do:

Fix the to_chat not being sent to the borg when a log transfer breaks due to distance
Add some sort of text feedback when tapping an atom with a device, or viewing one being tapped.
Possibly restrict syndicate borgs from having their logs viewed by SiliConnect (and likewise with station borgs and Roboverlord) Changed my mind on this, will implement later if we find it's needed.

    Change the log area of the window to expand naturally rather than use a fixed height

image

I'm not super deadset on the emag user's name being listed. It seems like a neat function unique to having a tablet running Siliconnect (as most of the other info is already available through other means), and one can always pop the brain out for a re-borg and demand the name anyway.
2021-03-20 11:53:45 +13:00
Timberpoes
f12cc4ff0a Mulebots are no longer bugged into horrific, merciless machines of gore and destruction. (#57378)
About The Pull Request

In https://github.com/tgstation/tgstation/pull/57010/files#diff-08a9c12575e75bb692c000da3f7eea30c0340da26171c5c788fd2b17afef92b5 Floyd did an undocumented change to Mulebot behaviour.

He moved crushing from the /human/Crossed level to mulebot/Cross.

The problem is:
image

Cross (and Crossed) are called when some other object Crosses us, not when we Cross some other object.

This meant that... Well... Walking into a mulebot was deadly. Buckling to a mulebot was deadly.
lGrnThJEWG

And being buckled to a mulebot that ended up moving was deadly multiplied by the number of times the mulebot moved.
QJNXqBHZ8m

Also why can you push mulebots when things are buckled to it? That seems like an oversight.

I added new signals to the atom/movable/...Cross... series of procs that are sent from the thing crossing our AM. The thing crossing our AM can then listen for that signal on itself, and it now knows when it's crossing something! BOOM! CRUSH TIME!

I've also added a check to /mob/living/proc/PushAM to prevent pushing an AM buckled to a thing when you wouldn't be able to pull them. This check also takes into account if you'd just have the raw movement force to push the thing they're buckled to as well. This should put a stop to being able to push mulebots around when they have mobs buckled to them.

Also, you can swap places with active Mulebots. This is probably not intended. I've added TRAIT_NOMOBSWAP to them.

The end result? Mulebots that just work.


And don't worry, you can still crawl under them.

Why It's Good For The Game

Feex.
Changelog

🆑
fix: Mulebots no longer murder people just because that person dared to bump into them.
/🆑
2021-03-20 11:50:34 +13:00
SgtHunk
9b6320494b Makes the plasmaman outfit designation use the job rather than a very long list (#57758)
* Deletes the very-long outfit switch

* Small change, mechanically does nothing

Changes behavior a bit as per request, worked fine on my end
2021-03-19 12:46:44 -04:00
Thalpy
7bce57ef35 Fixes impurities on foam, smoke and cigs. Improves how impurities are handled. (#57435)
Reworks the main handlier for impurities and adds it to the add_reagent proc instead. Adds an option to bypass the purity splitting too. This reduces the amount of add_reagent calls and will prevent any unintended on_mob_add() and delete calls for reagents that are removed from splitting.
Fixes smoke, foam and cigarette issues too - since they used copy_to isntead of trans_to.
2021-03-18 14:56:14 -07:00