Commit Graph

1493 Commits

Author SHA1 Message Date
skoglol
ac8a79f521 Change default atmos to low pressure for some non-lavaland stuff (#45981)
When lavaland got randomized atmos, these weren't changed to reflect 
that. None of these turfs are used on lavaland, but still generate 
whatever random atmos lavaland does.
2019-08-18 11:39:58 -07:00
nemvar
a40ee7d303 Changes hulk code. (#45866) 2019-08-17 00:55:27 -07:00
kingofkosmos
c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
nemvar
e587b970da Adds parent calls to almost all tool_acts (#45582)
* Adds parent calls to almost all tool_acts

* actually compiles
2019-08-03 22:25:57 -07:00
Dennok
79558908db ChangeTurf CHANGETURF_INHERIT_AIR flag fix (#45282)
About The Pull Request

Change turf CHANGETURF_INHERIT_AIR flag no more keeps air type, only gases.
fix#45279
Why It's Good For The Game

Turfs with invalid air type is bad.
Changelog

cl
fix: Fix CHANGETURF_INHERIT_AIR flag. Now this flag dont keep air type, only gases.
/cl
2019-08-04 09:36:48 +12:00
RandolfTheMeh
2c3c2907de CE Blueprint Fixes (#45390)
About The Pull Request

Fixes #45341 so that blueprints can no longer be used when not in-hand, and turfs now properly compile a list of the blueprint items it should hold by delaying when it retrieves this information, as objects such as manifolds and wires didn't initialize with their proper sprite.
Changelog

cl
fix: The CE's blueprints can no longer be used if not in-hand, and its scanning function has been fixed.
/cl
2019-08-01 10:24:20 +12:00
bgobandit
a53d7d38d4 what has become of my life 2019-07-27 21:54:12 -04:00
nicbn
44a07d712d BoH bombing rework II (#45174)
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.

So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.

For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).

Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog

cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
2019-07-25 21:18:01 +12:00
oranges
92ca861eaf Merge pull request #45280 from Cyprex/revert-44980-patch-2
Revert "Make ChangeTurf to keep air by default."
2019-07-21 23:43:05 +12:00
Dennok
15e2f30ce7 Fix burn out lava river (#45232)
* Fix burn out lava river

* Update river.dm

* Update river.dm

* Update lava.dm

* Update river.dm
2019-07-21 02:15:59 -07:00
Cyprex
f9a4af7493 Update code/game/turfs/change_turf.dm
Co-Authored-By: Kyle Spier-Swenson <kyleshome@gmail.com>
2019-07-20 16:48:55 +02:00
Cyprex
c2eb2a6476 Revert "Make ChangeTurf to keep air by default. (#44980)"
This reverts commit a9581ae7d2.
2019-07-19 20:15:04 +02:00
MMMiracles
353457f7d5 Donutstation Tweaks (#45250)
About The Pull Request

    Fixes #45077
    Fixes #42498
    Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
    Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
    Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
    As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
    Small adjustments to the static loot part of the 'excess storage' rooms near departments.
    Some extra crates has been added around maintenance with respective maintenance loot spawners.

Why It's Good For The Game

Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog

cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
2019-07-19 23:11:57 +12:00
Dennok
a9581ae7d2 Make ChangeTurf to keep air by default. (#44980)
About The Pull Request

ChangeTurf keep air by default if no flags sended on ChangeTurf().
fix#44623
Why It's Good For The Game
Changelog

cl
fix: air issues on changing turfs
/cl
2019-07-19 22:40:36 +12:00
nemvar
572be7ec6a Bye bye animal hospital. (#45070)
* byebyeanimalsurgeons

* here we go

* config

* removesbeach

* a bit more compact

* updates some vars

* fixes walls getting destroyed by other generation stuff
2019-07-12 09:47:05 -04:00
Time-Green
ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
Tetr4
9a171cabb0 Removes phantom gas effects on space tiles (#44787)
About The Pull Request

Previously destroying or deconning a turf with gas overlays into space leaves the overlays on the resulting space tile, which won't change until some other turf is made there. Now overlays are removed when space turfs initialised, in the same way done in /turf.

No idea if what I've done affects anything like performance or other behaviour, expecting to get yelled at. Done some testing though and seems fine. However, there seems to be a second bug affecting this behaviour where sometimes the overlays still stay when explosions happen, which I think might be gc related?
Why It's Good For The Game

Irritating gas overlays on space tiles, where there's no gas anyway.
Changelog

cl Tetr4
fix: Turning a tile with gas effects into space now gets rid of the effects.
/cl
2019-06-30 10:12:01 +12:00
plapatin
c863766ea4 THE VOMITGOOSE PR (#44563)
* vomi/tg/oose

* fuck

* cleaning up icons

* action button time

* seperating if checks

* makes goose hungry

* untested

* last change

* new additions

* qucikfix

* fug

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fugg

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fix the fucky wuckies

* ninja spent a full hour of their life spoonfeednig me on how to make an untyped proc

* FUCKING INDENTS

* whoever made that comment in turf.dm is a buffoon

* does more things

* adds return things

* appease ninja

* makes maintainers happy

* last fix maybe

* adds more fun

* makes more maintainers happy

* balance

* it can now be loose

* goose_satiated

* fuck

* ok maybe 170 is too much for a max

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* woops

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 9f45c26721550d5991240b82dcddf01be81ccd3b.

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 0fe63392f608114a4f82e59644dd4b46599032ff.

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 4117e196b8093ad0a966d54dff43887d623c8f74.

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 8bfbb977cba7bb1eda83532bc8a3865373e4f019.

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update goose.dm

* i hope this doesnt cause more merge conflicts

* Revert "i hope this doesnt cause more merge conflicts"

This reverts commit 842e1a8a851c45c1d94fb0720d0995a5dd2c7083.

* test

* ok maybe this time

* please god work this time

* please god work this time

* FATHER INTO YOUR HANDS I COMMEND MY SPIRIT

* shortening typecheck

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* does

* WHY HAVE YOU FORSAKEN ME

* IN YOUR EYES FORSAKEN ME

* IN YOUR THOUGHTS FORSAKEN ME

* as it turns out getting the turf twice wasnt necessary
2019-06-29 11:54:34 -04:00
nemvar
b83eca4647 Fix sharpness-related issues (#44830)
Turned off energy weapons can no longer cut down trees, destroy wooden
walls, harvest lavaland plants and make planks.
2019-06-27 21:19:33 -07:00
AnturK
f0c5dacfc8 Fixes puking in the walls runtime (#44698) 2019-06-22 01:47:36 -04:00
Rob Bailey
65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
nemvar
d2cd28da78 Adds superlube to the clown ruin. (#44595)
* welp

* h

* Superlube
2019-06-18 21:37:11 +02:00
AarontheIdiot
7661f98ab2 Commit adds indestructible plastitanium walls and windows and then replaces the riveted walls and fake windows in the Nuclear operative base with the new walls and windows. Also didnt forget to use mapmerger. 2019-06-12 20:29:50 -04:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
oranges
7e9ddc2fe4 Merge pull request #43893 from Flatgub/RCL_GUI_candidate
Implements RCL radial wiring menu
2019-05-14 11:15:57 +12:00
Krysonism
9dd94322ef Adds 10 new drinks, some food reagents and goofconomizes champagne (#43825)
* Adds 10 new drinks + related stuff.

* Update code/modules/reagents/chemistry/reagents/alcohol_reagents.dm

Co-Authored-By: Krysonism <49783092+Krysonism@users.noreply.github.com>

* Update alcohol_reagents.dm

* Fixes the pwr game soda I messed up

* gives champagne the intended price

* Tries to fix the atrocious spelling and grammar

* Adds period

* Tries to appease cobby

Removes Mandela(RIP)
Makes misc changes cobby wanted to the best of my limited ability.

* Taking "catsip" out behind the shed

The drink catsip has been axed. Rest in peace.

* Reworks turbo to be more unique

Turbo no longer boosts your speed, but instead restores stamina based on how drunk you are. Enjoy responsibly, or get shitfaced and fight with security.
2019-05-13 16:46:52 -04:00
Flatgub
14e68bd66a Implements RCL radial wiring menu 2019-05-09 22:25:34 +10:00
AnturK
d81ff09046 Atmos adjacency subsystem revival (#43447)
This improves init times and makes explosions and other shit that modifies a bunch of turfs faster by saving a proccall and potentially not doing the same work more than once.

cl Naksu
code: Turf adjacency list updates are now handled by a subsystem queue
/cl
2019-04-24 21:21:25 +12:00
Strommer Kilian
8df820bb1f Add a new holodeck program: photobooth (#43278)
* add a new holodeck program: photobooth

* Add two paint buckets and three spray cans to the booth

* remove step_ variables

* made the photobooth floor white again, we got buckets for that anyway

* retrigger ci
2019-03-25 14:25:46 +01:00
4dplanner
72fc9bb043 Fixes wheelchairs [TESTMERGE ME :)] (#42894)
Changelog

cl
fix: Buckle objects can now properly specify lying angle
fix: Wheelchairs and other such vehicles let you use UIs even if your legs don't work
fix: You can now pull objects while in a wheelchair even if your legs don't work
fix: You no longer have a chance of sleeping upside down in a bed
tweak: No longer randomises lying direction a second time on fall
/cl

code: simplified can_stand code

fixes #41703
2019-03-17 23:22:01 +13:00
Tad Hardesty
990e2c7bc2 Fix a few junk type annotations (#42985) 2019-03-07 10:58:05 +01:00
Tlaltecuhtli
f5d5d2a3b1 fixes some edge cases in rcd building (#42960)
New RCD interactions
2019-03-07 10:49:43 +01:00
Time-Green
52b19df321 makes snow tiles not fucking kill 2019-01-28 15:10:58 +01:00
Tlaltecuhtli
0f8ce85748 fix (#42500) 2019-01-25 10:13:14 -05:00
Menshin
9dabcbbb04 Fixes for projectiles bugs (#42463)
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
2019-01-23 21:00:11 +13:00
Tlaltecuhtli
010d61da04 [ready]rcd upgrades (#42388)
* rcdstuff

* e
2019-01-22 22:32:22 +11:00
kevinz000
7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
coiax
cf0bb75600 Glowing goo glows more; roundstart goo contains radium or uranium (#42235)
* Glowing goo glows more, and always contains radium

🆑 coiax
tweak: Glowing goo now glows a lot more noticably in the dark, and
always contains radium.
/🆑

You can barely see it in the dark, should glow more. Also, the normal
in-game method of creating it is spilling radium on the floor, so all
glowing goo should have radium in it, even the roundstart stuff.

* Roundstart goo now contains either radium or uranium

* Radium is now a subtype of uranium, because nearly-identical behaviour
2019-01-07 21:07:54 +11:00
Jordie
781f331587 Merge pull request #42234 from coiax/muh-science-dirty
Science areas can now be dirty
2019-01-07 21:02:01 +11:00
subject217
8e887f12a4 Plastitanium walls are no longer evil (#42217)
This description doesn't really make much sense when people use them for flavor
on stations and sometimes to make entire NT shuttles out of. So it's no longer
evil.
2019-01-06 14:12:50 -08:00
coiax
5151f4b031 MakeDirty() is only called 33% of the time (#42233)
I randomly thought of this. On Metastation there are ~44,000 floor
turfs being initialized, and by moving the prob for dirtiness out of the
proc, we should be able to avoid about 2/3 of those (so around ~29,000).

I don't think I've ever done profiling, so I'm unclear how to test it.

But it seemed like maybe a good idea?
2019-01-06 13:16:29 -08:00
Jack Edge
b2921e87a1 Science areas can now be dirty
🆑 coiax
fix: Science areas now have small patches of glowing green goo
occasionally, as intended.
/🆑

Someone used the wrong area var to check, so science was never getting
random green goo.
2019-01-05 10:46:34 +00:00
oranges
33e9577630 Merge pull request #42186 from Cyberboss/ATMOS_PASS_NO_INIT
Fixes airblock turf not working
2019-01-04 13:12:34 +13:00
kevinz000
7456587ed5 UNSTOPPABLE flag is now checked every time something tries to pass something instead of just once in the Move() proc (#41994)
UNSTOPPABLE flag is now checked every time something tries to pass something instead of just once in the Move() proc #41994
2019-01-04 00:08:09 +13:00
Jordan Brown
d82fbbc263 Fixes airblock turf not working 2019-01-02 11:36:35 -05:00
subject217
9834e3220b [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-01 21:15:14 -05:00
kevinz000
15c9b20ff3 Fixes projectile infinite loops, adds new UNSTOPPABLE movement_type, forcedodge variable on projectiles scrapped (#41915)
cl coiax
fix: Dead monkeys now produce miasma.
/cl

Previously any time there was a dead monkey, it would constantly runtime with incompatible component warnings.
2018-12-16 13:00:44 +13:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00