Commit Graph

11264 Commits

Author SHA1 Message Date
Matt Smith
586419ac90 Remove some duplicate code (#43831) 2019-05-07 15:50:48 -04:00
oranges
b1706942a1 AI clicks no longer runtime when clicking on things that don't have a (#43770) 2019-05-07 15:47:34 -04:00
JJRcop
6aa8cebfe4 [READY] Replaces sleepers with stasis beds (Lifeform Stasis Unit) (#43075)
* Adds stasis beds

Needs sprites, using placeholder ones

* Adds stasis beds to techwebs
Cryostasis Technology

* Adds sprites for stasis bed

* Stasis beds support economy/ancap

* Stasis bed can be deconstructed

* Stasis bed requires cable coil

* New stasis bed sprites by @Kmc2000

Made by Kmc2000 <bluekorben2000@yahoo.com>
Not currently functional

* Add unique to SSvis_overlay.add_vis_overlay

will return the overlay object itself and not reuse it

* Make stasis bed art function

can enable/disable with alt click
makes sounds when powering up/down

* The tubes go over the mob now

* Remove sleepers from techweb tree

* Fix stasis bed lying

* Modified stasis bed build requirements

* Survival pod version of stasis bed

Map spawned sleepers delete their circuit boards
Added stasis beds to 'doctors' phobia
NanoMed for survival pod which is always free, not refillable

* Replace sleepers with stasis beds on all station maps

removed all sleeper machine boards from maps
one sleeper machine board intentionally left alone in oldstation

* Fix stasis bed tube overlay capturing clicks

Give power up and down noise freq variation

* Remove stat check from living Life

* Remove vis overlay assertions from stasis bed
2019-05-07 13:16:18 -04:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
blessedmulligan
9f2e55e83c Adds garlic (#43815)
* adds garlic, garlic bread, and garlic juice (reagent).

Changes khinkali (a meat snack) to require garlic in its crafting, added some nutriment to khinkalis.

* reduces garlic juice healing to bring it more in line with sprinkles/banana juice/nothing. Still gives a bit more HP, but much, much slower

* Garlic juice now prevents vampires from draining you, stuns vampires if in their bloodstream.

Also fixed garlicbread sprite

* fixed typo

* Update code/modules/mob/living/carbon/human/species_types/vampire.dm

Co-Authored-By: blessedmulligan <30278162+blessedmulligan@users.noreply.github.com>

* Cleaned up isvampire

thanks cobblestone-senpai

* Rebalanced metabolism time, cook heal, vampire effects, and stink rate

* typo

* typo
2019-05-06 10:50:11 -04:00
skoglol
2f1d9f9152 Shocks propagate to people you are pulling and pulled by. (#43712)
* Shocks propagate to pulled humans.

* shocks pulledby as well, prevents defib loop and extra shocks.

* This is better.

* whitespace

* more whitespace

* Now only casts to human.

* More fixes
2019-05-06 10:46:28 -04:00
YPOQ
e591b04a4b Fixes certain golem types ignoring projectiles (#43783) 2019-05-06 09:10:45 +02:00
py01
2c407b27a7 Fail message when you fail to upgrade grabs due to intent (#43803)
* grap fail message added

* chnages fail message
2019-05-05 13:00:36 -04:00
zeroisthebiggay
49a010df8a gives janiborgs the love they deserved (#43776) 2019-05-03 11:00:11 -04:00
Strommer Kilian
9529063aa3 New brain trauma: expressive aphasia (#43608)
* new mutation: simple speech

* finalize simple speech and fix word list apostrophes

* Is now a brain trauma instead

* fix merge conflict

* grammer fix

* cleanup cause I'm an idiot

* made the suffix list a bit easier to read

* fix traits.dm
2019-05-02 19:48:38 +12:00
YPOQ
2f82e007ba Fixes alien husking (#43763) 2019-05-01 08:53:30 -04:00
nemvar
43657b1715 Fixes the effects of a missing liver (#43748)
* Fixes the effects of a missing liver

* Update life.dm

* Makes larvas not kill themselves

* Update life.dm

* Update life.dm
2019-04-30 11:08:36 -04:00
skoglol
f97c1bc1e5 Non-station AI can no longer interact off their z-level. (#43710) 2019-04-29 10:46:15 -04:00
PKPenguin321
c59aa61596 [Ready] Punching/Grabbing Rebalance (#43291)
* initial commit

* obligatory stupid mistake fixer commit
min -> max

* moves punch changes to correct file
makes them slightly more logical as well

* minor tweaks (see msg for details)
- fixed some defines i messed up when conflict fixing
- removed some unneeded typecasting and src calls
- bumped up stamina damage on failed grab resist so it's not as outpaced by stam regen

* better use of defines/logging

* last second fix to stun punch threshold
forgot to raise it by 1 to account for raising the human punch damage max
also, log missed punches

* Update code/modules/mob/living/carbon/human/species.dm

Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-Authored-By: PKPenguin321 <pkpenguin321.git@gmail.com>

* addresses review
2019-04-29 10:45:38 -04:00
81Denton
22ad912f41 AIs no longer get stuck on death (#43731) 2019-04-29 10:21:22 -04:00
RaveRadbury
6db1f7ba0a included hud_type for pAI that was lost (#43721) 2019-04-26 20:50:51 -04:00
tralezab
576606d1c4 zombies can eat brains (#43705)
zombies can eat brains (claw zombies will need some help!)
2019-04-26 12:20:09 -04:00
Dax Dupont
fec3550529 Fixes clown health (#43703) 2019-04-26 11:55:20 -04:00
RaveRadbury
701d0c78c0 [READY] pAI Journalism Update (#43654)
* Fresh start

Wow this has been an adventure. Hopefully this works and I can start rebuilding this PR.

* Functional build

Lacks software integration, costs, purchase enabling, etc.

* Removes pAI Action HUD

Also changes some frame data on icons, slowing them.

* adds check for pAI in newscaster.dm

* tweak job title for consistency

* capitalization

* correctly types pai in newscaster.dm

Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>

* adds in wire fix PR vars to hopefully fix it all

* reset pai.dm to hopefully fix this replace issue.

* That didn't fix anything. Reverting.

* One more time, taken from upstream master.

* put the newscaster stuff back into pai.dm

* Re-adds job title for newscaster
2019-04-25 14:10:43 -04:00
AnturK
180c87f8e0 Fixes transforming weapons resetting their throw speed. (#43684)
* Fixes transforming weapons resetting their throw speed.

* mhm

* Let's make this simple.
2019-04-25 12:09:34 -04:00
RaveRadbury
188f77b493 [READY] Fixes pAI radio disabling (#43634)
* Untangles code that was trying too hard.

It tried to use "wires" to handle both wires and it didn't work.

* Adds two variables to make it all work.

* dropped an else

* Found out how I dropped an else. Fixed

* Changes can_tx and can_rx to longer names

* more descriptive var names

* How did I miss these deletions?

* Then I don't move the ", geeze.

* Adds Cobblestone's suggested code.
2019-04-25 08:19:13 +02:00
Dax Dupont
b13d244d76 Adds new clown mobs for admin use (#43675)
* new clown mobs and spawners

adds several new types of clown mobs, a beacon to spawn them, and a honkrender that spawns clown hulks

* added more clown varieties and fixes to previous

* fixed unneeded capitalization and changed mob values

removed unneeded capitalization and text errors and altered mob attack values to create more variation. Honkmunculus now does very little damamge but injects a small amount of meth.

* Update clown.dm

* clown changes and new clown

new clown that spawns bananas. can leave large stacks if left unattended, so it may require some reworking. nerfed several overpowered clowns and gave chlown a beetle like stride

* added cluwne to uplink, fixed redundant variables, added new clowns

cluwne can now be purchased for 5 telecrystals as a clown exclusive uplink item. Bananas were greatly improved. new weak clown added. Gave some clowns extra parents to reduce variables.

* Update code/modules/mob/living/simple_animal/hostile/retaliate/clown.dm

Co-Authored-By: Pugnacious-Gnome <48869928+Pugnacious-Gnome@users.noreply.github.com>

* IT LIVES ONCE MORE

* forgive me for this sin

* i wish git would detect case changes

* this works
2019-04-24 18:13:57 -04:00
RaveRadbury
8dcfdff576 [READY] pAI's have headsets and can use encryption keys (#43603)
* pAI's have little AI headsets and can use encryption keys.

* pAI's now spawn radio AND headset.

Reverted radio code and changed new variables to the new headset var

* Undid the comment out of radio code.

As far as I can tell this isn't working properly though. Tried testing it locally and can't enable/disable radio as pAI or master.

* Removed redundant null keyslots.

* Final version

It should all work.

# Conflicts:
#	code/game/objects/items/devices/radio/headset.dm
#	code/modules/mob/living/silicon/pai/pai.dm

* Merge

* Mergies

* Update code/modules/mob/living/silicon/pai/pai.dm

Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
2019-04-24 11:30:27 -04:00
Mickyan
268316731f [READY] Adds the Empath and Friendly quirks (#43651)
* things

* newliiine

* better text
2019-04-23 15:00:14 -04:00
AnturK
4cf3ea152f Split NOEYES flag into NOFLASH and NOEYESPRITES (#43661)
* Splits NOEYES flag.
* Actually let's rename this to avoid confusion. NOEYES is horrible name
  for what it does.
* Name doesn't conflict now. Speak up if you come up with better name.
2019-04-22 20:37:12 -07:00
Rob Bailey
d4f678a177 Converts almost every single sound to mono 44.1khz, recuts some sounds. (#43550)
About The Pull Request

As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space.

On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board.

A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect.

Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning.

All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb.
Why It's Good For The Game

Free space with no (effective) drop in quality.
A standard for audio going forward. (that will be inevitably ignored)
Tighter sounds in some places.
Changelog

cl
soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways.
soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore
/cl
2019-04-16 22:13:28 +12:00
William Wallace
a944c2a362 Ghosts can analyze gas mixes and some new objects can be analyzed (#43502)
* Ghosts can analyze gas mixes and some new objects can be analyzed

* Replace show_air_status_to with atmosanalyzer_scan
2019-04-16 21:46:36 +12:00
Time-Green
35738909fc Fixes some inconsistencies in genetics (#43583)
* Adds chromosome interactions with more mutations

* Makes upgrades affect printing cooldown

* Fixes a runtime with monkey dna and human eyes
2019-04-16 21:32:30 +12:00
RaveRadbury
423b1ea7f1 Synthetizer is now Synthesizer (#43635)
I'm doing a lot of work on the pAI stuff right now and mad props to
whoever set the loudness booster up, but this typo is killing me every
time I see it.
2019-04-15 18:50:51 -07:00
81Denton
f48b022942 Adds a few more golem names (#43573)
* Adds a few more golem names

* Update golems.dm

* Removes overridden bananium golem special names, adds "Bottle"
2019-04-15 14:54:29 -04:00
WJohn
fdfba8fc47 Fix movement hunger costs (#43607)
It seems it was intended to make movement cost a bit of hunger per tile,
but was actually only happening while you were floating (despite the
comment saying it should be easy).

This reverses that so it's now working as intended.

Testing shows this increases nutrition by about 5.6 per minute of
non-stop (non-floating) running movement. Walking cuts this cost by more
than half as not only do you cover fewer tiles in a minute, but walking
also costs half as much in tile-tile movement.

If you're on meth, expect to get quite hungry from zooming around the
station like a madman at 300 mph, which I think makes quite a bit of
sense.
2019-04-14 21:47:44 -07:00
pireamaineach
f190c0b65f Ports far too many haircuts and beards. (#43564)
* FuCK

* Adds far too many haircuts.

Help.

* Update sprite_accessories.dm

* Update human_face.dmi

* Update human_face.dmi

* Update human_face.dmi
2019-04-13 16:06:56 -04:00
AnturK
05d24f0917 Fix monkeys picking up stuff when incapacitated (#43556)
Only really relevant for items on the same tile as the monkey.
2019-04-10 19:54:13 -07:00
Tad Hardesty
1cae58aeab Fix weird padding issues on Character Setup screen (#43544) 2019-04-10 12:14:27 +02:00
AnturK
fa6a01fe04 Add admin quirk command, fix and unify quirk helpers (#43553)
This whole quirk thing is painful to read and needs a full refactor.
2019-04-09 17:16:15 -07:00
Tad Hardesty
c7390b28d7 Give Cyborg modules their icons in the map editor (#43509) 2019-04-08 10:39:55 +02:00
Brett Williams
e23cc06531 Changes Monkey Tackling to Function Like Disarm Rework (#43424)
* Fix the monkies

* pinned commit
2019-04-04 16:11:17 -04:00
Rob Bailey
a9b39afe66 [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request

A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game

Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog

Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.

cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
2019-04-04 18:58:09 +13:00
Militaires
3ff0287d90 [READY] Outputs Datum Cooldown: For Real Guys This Time (#43038)
cl Basilman
fix: Added a cooldown for datum outputs
/cl

also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.

also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
2019-04-03 10:48:37 +13:00
zxaber
3fdd7746ef Deflection tweaks with the MK-I Ripley in mind (#43304)
* (deriuqer) yrammuS

* Also this

* Guess I'll do it this way, then

* You can hit the arms now, too

* Update code/game/mecha/mecha.dm

requested by ShizCalev, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update mecha.dm

* commited a comment
2019-04-02 20:59:57 +02:00
Barhandar
c3d471ee19 Buffs plasteel golems (#43415)
* VERIFIED golem buff

* Oops wrong proc

* Annnd the description mentioning this.
2019-04-02 01:43:30 -04:00
MrDoomBringer
34ffee6d45 fixe (#43443) 2019-04-01 18:01:44 -04:00
Vile Beggar
c20a86e79d supreme boo (#43414) 2019-04-01 11:59:12 -04:00
oranges
eaf73214e6 Merge pull request #43409 from AutomaticFrenzy/patch/blood-brothers
Fix blood brothers causing the whole end-round report to be bold
2019-04-01 10:33:46 +13:00
francinum
36ec6ec90f Fix inter-server crosshop (#43406)
Lists start at one. Thanks Lummox.
2019-03-30 14:16:42 -07:00
Tad Hardesty
6b175bfd1e Fix blood brothers causing the whole end-round report to be bold 2019-03-29 20:46:12 -07:00
Tlaltecuhtli
ebfc2659f8 [S]nerfs the petting park (#43381)
* exploit fix

* 2

* 2
2019-03-29 17:54:38 -04:00
Spirono
bb74c94391 Change Ethereal low charge damage from brute to tox to prevent dying (#43286)
Turns out brute causes bleeding. Tox does not, so the damage can be
stopped before they go into crit with tox. Stops Ethereals from dying
to low charge to prevent SSD deaths.
2019-03-28 22:06:11 -07:00
zxaber
48af774578 Allows AIs to set camera location hotkeys (#43241)
* Does the stuff

* Changes, see following post.

* Sending the eye to "null" deletes it, apparently

Leme go ahead and fix that

* Oh, that don't work that way.

* requested change

Anything I put here looks like ShizCalev typed it.

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update ai.dm

* "zero" change in this one

get it?

* Update code/modules/mob/living/silicon/ai/ai.dm

Requested by Cobble, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
2019-03-28 14:42:42 -04:00
zeroisthebiggay
f9272115f7 Service Cyborgs trade their shitty Violin for the epic Synthesizer. (#43288)
* I gave service cyborgs a synthesizer to play Despacito on the Recorder.

* fuck the violin.
2019-03-28 01:56:24 -04:00