Commit Graph

11739 Commits

Author SHA1 Message Date
coiax
02aba6b205 Microwaves now have a single wire (#41822)
cl coiax
add: Microwaves have a single wire accessible when open, the activation wire.
When cut, the microwave will no longer function, when pulsed, the microwave
will turn on.
add: Stabilized dark purple extracts now cook items in your hands, rather than dropping
the cooked item on the floor.
/cl

Previously microwaves just worked on their contents, now they keep a subset of contents called ingredients, because otherwise it would explode whenever you put a signaler inside.

Someone asked me to do it. It seemed like a neat idea. God knows
what horrible things people will do with this.
2018-12-16 12:56:08 +13:00
coiax
b0d78a8ad2 Bar signs now rename the area, doors and some wall items (#41811)
cl coiax
add: Bartenders can now rename the generic area "Bar" to the bar name of their choice with the use of their bar sign. This will rename air alarms, doors and APCs, so everyone knows what you're calling your bar this shift. (The bar sign chosen is also now a statistic that's tracked!)
/cl

Metastation now only has one bar sign.
Bar signs start blank.
Bar signs no longer require bartender ID to repair.
Emagging now only sets the bar sign (and bar name) to the Syndi Cat, rather than changing the Barsign to syndicate access only and making them impossible to repair.
Only machinery that is normally renamed when the area is renamed will have their name changed, this means only doors originally called "Bar" will be renamed.

Area renames are split into separate procs, so we can use their renaming of machinery features.
2018-12-16 12:55:30 +13:00
kevinz000
1b24b13d80 [READY]IMMERSIVE ROLEPLAY - Mobs now turn towards and are shifted based on grab state towards something pulling them (#41768)
In other words, you can now dance.
@subject217
cl
experimental: Mobs now turn towards anything grabbing them when they move.
experimental: Mobs are shifted towards anything grabbing them based on move state too. You can now dance by grabbing each other!
/cl
2018-12-16 12:51:42 +13:00
MMMiracles
a5f5aee5a2 [READY]New Map: Donutstation V.5 (GOLD) (Platinum Hits) (#41099)
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl

Map Image
Comparison Image of Original

Progress

Departmental Layout
Atmos
Wiring
Detailing/fluff

    Floor tiling

A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
2018-12-16 12:47:27 +13:00
coiax
d27c64c3a8 Christmas code changes (#41763)
* Christmas code changes

🆑 coiax
add: Santa can now examine presents to see what's inside.
del: Santa no longer has a mass summon presents spell, because of his
new regenerating bag!
add: Santa's bag regenerates presents as long as Santa is holding it.
balance: You can only find one gift under a christmas tree per round, no
matter how many trees you search.
balance: Santa's teleport does not announce where he's going.
fix: Fixed Santa not having a full head and beard of white hair.
fix: Fixed Santa not being genetically white-haired.
fix: Fixed Concentrated Barber's Aid not growing extreme amounts of
hair.
/🆑

The `box` var has been moved down from `/datum/outfit/job` to
`/datum/outfit`.

Added unlimited christmas tree with presents, for testing.

Santa's restriction against opening presents is now done by
TRAIT_CANNOT_OPEN_PRESENTS. Santa's ability to see inside presents is
done by the TRAIT_PRESENT_VISION, which also determines if Santa's Bag
will regenerate presents every 30 to 60 seconds.

Santa no longer starts with a breath mask and O2 tank, but instead has
an internals box. Santa no longer has a no-access gold ID, he can
teleport from room to room!

Gifts determine what type is inside them on initialization, rather than
when unwrapped.

- Reasoning -

Unlike last year, there are various possible methods of accessing
christmas trees spawners, allowing for an unlimited number of anything
presents. Cutting down the presents to one per round regardless of tree
count will avoid this.

Santa should be able to see what he's giving, because then he can reward
the naughty and nice children with different gifts.

* Missed a merge

* Adds present investigate logs, and visible messages

* Use the body+mind checking of mob.has_trait

* Less globals, more static vars on types; also event renaming
2018-12-16 12:44:53 +13:00
Jordie
360ba11499 Merge pull request #41916 from coiax/infinite-closets
Adds infinite closets, admin-only utility spawns
2018-12-14 11:14:11 +11:00
Jordie
3885664fd5 Merge pull request #41923 from kriskog/closets
Adds missing secure locker accesses
2018-12-14 11:07:05 +11:00
coiax
745ca0760b [S] You can no longer get infinite power cells from the EXPERIMENTOR (#41903)
🆑 coiax
fix: Fixes an exploit where you could get admin-only infinite power cells
from the EXPERIMENTOR.
/🆑
2018-12-13 14:38:14 -05:00
skoglol
79171a9b33 adds missing locker access 2018-12-12 15:58:41 +01:00
coiax
5639f3e10c Pair pinpointers, come in matched pairs, and always point to the other one (#41870)
No changelog, because it's only admin/event accessible.

Would come in handy in tracking your date for the Winter Ball.
2018-12-12 20:26:00 +13:00
Jack Edge
22188bcf8d Adds infinite closets 2018-12-12 01:29:27 +00:00
moo
c8cbc8d89e Merge pull request #41549 from tralezab/patch-12
[READY FOR REAL] New Spell: Soul Tap!
2018-12-11 12:20:25 -05:00
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
tralezab
52a3400de4 Merge remote-tracking branch 'upstream/master' into patch-12 2018-12-09 15:17:16 -08:00
coiax
277c8c078c Gibs now rot and generate miasma (#41782)
* Gibs now rot and generate miasma

🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑

Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.

* Rot component, for things that rot

* Whoops

* No longer processes, so doesn't need to stop
2018-12-10 00:29:42 +11:00
oranges
92ac971f7b Merge pull request #41858 from subject217/flapsonceagain
T/F plasticflaps.dm
2018-12-10 00:07:47 +13:00
HideAndSeekLOGIC
04276d13f9 [READY] Allow creation of the various types of emergency oxygen tanks (#41672)
[Changelogs]:

cl HideAndSeekLOGIC
add: Added emergency oxygen tanks and extended capacity emergency tanks to the autolathe and protolathe
add: Added them to the Industrial Engineering tech node
tweak: Only Cargo and Engineering can print extended capacities; the rest are available for everyone.
/cl

There is currently no way to produce these tanks and there is currently no reason why this should be the case. This PR fixes this problem.
2018-12-09 23:52:30 +13:00
oranges
c11827f36d Merge pull request #41861 from 81Denton/nice
Adds comments to landmarks
2018-12-09 23:29:15 +13:00
oranges
8be10b0033 Merge pull request #41841 from XDTM/LayersBegone
Prevents stacking projected forcefields
2018-12-09 23:27:49 +13:00
Time-Green
29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
oranges
5c8336039c Merge pull request #41767 from kevinz000/couches
Adds sofas
2018-12-09 23:12:21 +13:00
Qustinnus
9d28bd7244 Crushes some Ethereal bugs and adds bloodbags for them (#41745)
cl Floyd / Qustinnus
add: Bloodbags for ethereal filled with liquid electricity
fix: Ethereals cant clone lightbulbs anymore
fix: Fixes runtime in Ethereal charge handling
/cl
2018-12-09 23:09:24 +13:00
coiax
84b64328b9 Improves code implementation of the Musician trait (#41742)
cl coiax
add: Any talented Musician can now use any instrument to lift
spirits, and ease burdens. They can now also use the space piano and minimog
to grant people the Good Music buffs, just like a handheld instrument.
/cl

A living mob with TRAIT_MUSICIAN will now apply the Good Music
status effect to everyone who can hear the music. The buff will
now apply even to players who have disabled instrument sounds.

The Good Music status effect lasts for 6 seconds after the
musician stops playing.

Added STATUS_EFFECT_REFRESH that just refreshes the duration
of a status effect, rather than instancing a new one.
2018-12-09 23:08:03 +13:00
imsxz
5b34ab3a01 makes glitter use new atmos overlays (#41644)
cl imsxz
fix: glitter now uses the updated atmos overlays
/cl
Fixes #41564
2018-12-09 22:59:26 +13:00
JJRcop
7fd313f813 Chronosuit fixes extracted from #41350 (#41449)
cl JJRcop
fix: The chronosuit's teleport animation has been fixed, as has the gun.
/cl

Since #41350 was closed, I extracted the suit fixes without any balance changes, it works again.

Fixes #41443
Closes #41446

Known issue: sometimes newly created icons/appearances stop showing up after some use, but return when reconnecting.
2018-12-09 22:59:02 +13:00
Denton
856e573ff9 Adds comments to landmarks 2018-12-08 10:59:53 +01:00
Unknown
3d6c5637b8 T/F plasticflaps.dm
when you're too bad at coding to make actual fixes but you want good boy points
2018-12-07 17:51:04 -08:00
XDTM
e6ccb3df61 Prevents stacking projected forcefields 2018-12-07 08:53:57 +01:00
skoglol
c40698d27a Added some items to bio and chem bag. (#41823) 2018-12-06 20:04:16 -05:00
moo
d057de9b6e Merge pull request #41468 from Steelpoint/AdvMedkit
Advanced First Aid Kit
2018-12-05 11:01:48 -05:00
moo
e54d8a4d5c Merge pull request #41784 from Tlaltecuhtli/patch-1
Drops Dragnet Stun And Reduces Dragnet Trap Break-Out Time
2018-12-04 17:56:25 -05:00
Jordie
8a66665e95 Ban system and interface update (#41176)
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.

Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.

The legacy ban system is removed.

The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.

New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.

New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.

Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.



cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
2018-12-05 08:48:37 +13:00
Tlaltecuhtli
0d1c39d26b Merge pull request #1 from Tlaltecuhtli/Tlaltecuhtli-patch-1
e
2018-12-03 17:40:38 +01:00
Tlaltecuhtli
5db37ab96f e 2018-12-03 17:40:09 +01:00
kevinz000
45b5bc20fb Adds sofas 2018-12-02 10:21:19 -08:00
Denton
877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
XDTM
2712e62ee5 [Ready]Desynchronizer (#41341)
* Desynchronizer

* type

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* fixes and cool text procs

* anti-abuse measures

* typery

* cooldown

* techweb salvage

* icon and visual effect plus bugfix

* let's not push runtime
2018-12-02 09:34:41 -05:00
Jordan Brown
e9d217c7e7 Merge pull request #41701 from anconfuzedrock/smalltanks
[review would be kinda sweet] reduces the maximum capacity of small oxygen tanks, while retaining their base volume.
2018-12-02 09:31:24 -05:00
Rob
6b8bfb2f5c [EXTRAREADY][AAAAAA] Hey revolver, don't mothers make good fathers? (#41620)
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
2018-12-02 20:30:09 +13:00
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
skoglol
8983a37320 Some syndie implant cleanup (#41571)
cl Skoglol
code: Added missing typepaths for syndicate implanters.
tweak: Stealth implant now comes in a box.
spellcheck: Changed the names of some syndicate boxes.
/cl

Some implanters were specific typepaths, others were basic implanters that had implants put in when the box was created. This makes them all behave the same. I considered removing the boxes for the implants as they aren't strictly needed to hold one thing, but I know some people like using boxes in their atmosphere and inventory management sim so I left them in.
Otherwise, specifying that a box contains something that is boxed was silly so I changed that. Except for the space suit, because that feels right.

And of course the stealth implant gotta come in a box.
2018-12-02 20:10:05 +13:00
skoglol
552a1e50e8 Adds sound to all whetstones (#41714)
* Adds sound to sharpener

* just src
2018-12-01 14:08:07 -05:00
coiax
446641f329 Repath blindfolds to prevent regular sunglasses creation exploit (#41710)
Blindfolds don't actually need to inherit anything from sunglasses, from what I
can see, unless there's some bad type checking somewhere in the code that I'm
not aware of.

Exploit is: cloth makes blindfold + medHUD -> medHUD sunglasses -> remove
medHUD, regular sunglasses.
2018-11-30 14:21:22 -08:00
nichlas0010
d21931aafa Fix wizards being unable to teleport (#41738) 2018-11-30 13:46:54 -08:00
moo
0a61657f41 Merge pull request #41715 from 4dplanner/teamkill2
prevents spawners being teamkilled
2018-11-30 13:30:02 -05:00
ShizCalev
e7cc2074c6 Fixes missing decal icons, repaths food cleanables to cleanable/food (#41573) 2018-11-28 23:12:35 -05:00
YoYoBatty
34fb29af61 Improvements to jetpack code (#41681) 2018-11-28 22:48:13 -05:00
81Denton
3ee98bfc72 Rebalances emergency oxygen tank availability (#41683)
* Rebalances emergency oxygen tank availability

* Reverts pirate outfit change
2018-11-28 22:45:15 -05:00
TheDracheX
51511deae6 Fixes grenades not adjusting their time when attacked by a screwdriver (#41693) 2018-11-28 22:35:29 -05:00
81Denton
00fdd88a68 AI upgrade logging/hints (#41695)
* AI combat upgrade logging/notice

* hmm

* Update code/game/objects/items/robot/ai_upgrades.dm

noice

Co-Authored-By: 81Denton <32391752+81Denton@users.noreply.github.com>

* forgive me for I have web edited

removes space after <br>
2018-11-28 22:33:27 -05:00