Commit Graph

2467 Commits

Author SHA1 Message Date
AnturK
04e845fa77 Fixes projectile runtime (#59824)
For example projectile moving into a chasm on last step.
2021-06-27 12:33:23 -03:00
Rohesie
82dc71c3ae CanPass refactor (#59804) 2021-06-25 13:36:00 -07:00
LemonInTheDark
6fcbce39cd Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel
2021-06-22 23:12:34 -04:00
Rohesie
e03cd1aada Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
2021-06-20 14:55:37 -07:00
Fikou
f9767a23ab overheating of the laser minigun doesnt care about burst size anymore (#59733)
with autofire, burst size is always 1
2021-06-20 14:39:30 -07:00
Emmett Gaines
5adb8df64a During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-06-20 14:02:01 -07:00
Y0SH1M4S73R
63e33bd709 Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code) (#59636)
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
2021-06-20 16:20:09 -03:00
John Willard
c939b73541 Makes revolvers not drop bullets if you're just flipping it (#59625) 2021-06-15 09:39:51 -07:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros
daec5002fc Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet.
Makes decals care about their plane in addition to their layer.
2021-06-13 15:40:53 -03:00
LemonInTheDark
f90e8cf7a3 Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious

Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
2021-06-10 21:44:23 -03:00
RandomGamer123
4d0996a18c Fixes rifle scopes working despite not having the gun in hand (#59403)
Gun scopes no longer work unless you are holding them in hand (they persist even if you switch your active hand though, useful for reloading)
2021-06-04 11:32:36 -03:00
Beatrice
9dea259764 Replacing Ebow's Default Shot Sound (#59416)
Replace the default (Unused) fire sound of the basic energy crossbow with the suppressed sound effect
2021-06-01 22:30:55 -07:00
Kylerace
e13fe75590 use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
2021-05-24 15:28:02 -04:00
Beatrice
0568e85ca7 Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)
* Weapon Descriptions (And Also Reversion)

Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-05-23 01:17:05 -07:00
Celotajs
190d0a0384 Replace alert usage with tgui_alert (#58419)
Pretty much every alert() call is replaced with tgui_alert, except one I replaced with tgalert as a fallback. If tgui_alert exists, why not use it?
2021-05-20 22:43:27 +12:00
Ryll Ryll
b1edc496db Is that a fucking rocke- (#59056)
Being hit directly by a rocket launcher now has a 1% chance to make you briefly try processing what's about to happen before exploding you.
2021-05-15 02:04:33 -07:00
tralezab
ea57e3f960 Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882) 2021-05-09 16:49:59 -07:00
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
necromanceranne
67fb690ed8 Caps misfire probability (#58902)
Not the proper fix for this but it at least prevents the exploitative behaviour.
This'll do for now, prevents infinite recursive loops
2021-05-06 16:47:21 -07:00
Jonathan Rubenstein
d79db03bfc Lowers chem gun capacity to 90 units (#58807)
Reduces the capacity of the Reagent Dartgun from 100 to 90.

From Minor Suggestion: https://tgstation13.org/phpBB/viewtopic.php?p=598719#p598719
2021-05-03 21:55:29 +01:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
LemonInTheDark
39016d2895 Fixes a bunch of invalid icon states. There's more, but my brain isn't fried enough for that. (#58608)
gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it  does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have
2021-04-23 02:47:24 -07:00
Fikou
b17b55aae8 Full Auto Update: no crit firing, no spamclicking, more autofire, more balance (#58595) 2021-04-22 15:59:23 -07:00
necromanceranne
051a00b4c9 Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#58114) 2021-04-17 08:44:20 -07:00
LemonInTheDark
fbe040a4e3 Redoes how stormtrooper aim works, makes it more consistently random (#58289)
* Redoes how stormtrooper aim works.
The old method was simply varying the spread angle, but that lead to you hitting the target too often, so
blinding was added in a manner that lead to pain at high td.

Then we switched over to using range(2, target), which works about as well as the old spread angle method, and
also had you shooting at yourself/the pipes in the floor.

Both of these methods have the same goal, prevent you from hitting your target outside of hyper close range. So
instead of picking a random close target or changing just the max spread angle, why don't we set a lowest value
you can roll for spread? That way we have some control over the randomness, and we can make the trait work as it
should.

As a part of this, I've changed a few rand()s to rand(0, 1). They were rolling floats between 0 and 1, so they
could in theory roll a 0.5, get 0.5 subtracted from them, and end up producing an angle change of 0. This also
lead to silly behavior with guns not deviating nearly as much as I wanted them to. I'm honestly not sure if this
was intentional or not, but it's dumb when combined with ALREADY ROLLING RANDOM NUMBERS FOR SPREAD
AHHHHHHHHHHHHH

Oh and I haven't readded a blur, since I'm not confident in my artistic ability. If you'd like I can give it a
go, or just use filters or something IDK
2021-04-14 23:02:57 -07:00
KathrinBailey
9deb7102c7 Cleans up bullets to use subtypes for ammo variations (#57846)
We have a bunch of bullets across the code that are pewpewmm_ap and powpowmm/ap
This switches it to the latter for consistency.
2021-04-12 11:51:13 -04:00
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
Fikou
592bcaa9c3 makes the hook shotgun work on right click, adds new icons for it (#58270) 2021-04-10 15:07:24 -07:00
TheVekter
4753179fbd Allows you to ignite cigars with cauteries and recently-fired revolvers. (#58109)
About The Pull Request

#58055 added this for Mansus Grasp and I thought why the hell not, this is also badass. Fifteen seconds sounds like long enough to do this after firing the gun.

Also EOB noticed you can't ignite cigars with the cautery and that seems odd, so I added that too. Not sure who'd want to do that, but here you go.
Why It's Good For The Game

Gun hot after firing also badassery
Changelog

🆑
add: Recently-fired revolvers can now be used to ignite cigars like a fucking badass.
add: Cauteries can now be used to ignite cigars like a very irresponsible doctor.
/🆑
2021-04-03 10:53:20 +13:00
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
NamelessFairy
a8a6625714 Additional CTF maps (#57230)
This pull request adds a map loader as well as new maps to CTF. When a game starts a CTF map will be selected at random and will be playable by ghosts.

As well as this new functionality CTF now fully supports 4 teams. A green and yellow team have been added complete with both standard and instagib gear.

At current five maps are planned:
Classic - the original map we all know and love
Four Side - A four team CTF map where all teams compete over one flag
Downtown - Terrestrial city themed map
Limbo - Wizard themed map featuring portals and uses KOTH rather than CTF
Cruiser - Space themed map utilizing the powerup system

Random maps are selected on game load
Support for four teams added

Why It's Good For The Game

CTF has been more or less the same on the surface since its creation. This PR allows for some much needed map variety which will increase replay value. CTF is far more regularly played then mafia due to its fast rounds and common use during round end delays and I believe that it deserves a boost in content.
Changelog

cl
add: CTF can now selects a random map at game start
add: CTF now supports four teams
add: Gear for yellow and green CTF teams has been added
add: CTF ID cards for all 4 teams have been added - courtesy of maxymax13
add: a new CTF map, Four Side has been added
add: a new CTF map, Downtown has been added
add: a new KOTH map, Limbo has been added
add: a new CTF map, Cruiser has been added
fix: KOTH capture points retain their sprites after being claimed
/cl
2021-03-26 10:01:43 +13:00
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
687f91d8bd Desnowflakes tank integrity (#56443)
Makes tanks use obj_integrity instead of their own snowflaked version.
Makes tanks check for exploding when they are destroyed, rather than once every process.
Makes tanks always leak their gases when they are deconstructed.
Removes the ability for tanks to seal themselves back up over time.
Makes the bomb spawner actually produce functional bombs.
Removes the extraneous syndicate bomb spawner subtype.
Miscellaneous code improvements to tanks, bomb spawners, and the blastcannon.
Fixes the explosives compressor doubling the power of any bomb you put in it.

The changes to tank rupturing behavior shouldn't effect most tritium fueled TTVs including the 50K recipe. Toxins players don't need to worry about suddenly being incapable of getting points or refining anomaly cores. They should only really effect singlecaps, but I don't know enough about singlecaps to know what recipes I should test. I have confirmation that at least one mix is not effected by this.

The self-sealing properties of tanks have been removed. I'm not sure what the purpose of it was, I have heard that it was used to enable hand-portable plasmaflooding, but I'm not familiar with the practice.

As it turns out, the basic bomb spawners were broken on master! I have made the bombs they produce maxcap instead of just spring a leak. Since they maxcap by default now I have removed the syndicate subtype used to spawn the TTV produced by the cuban pete arcade game and replaced it with the normal timer subtype. Since none of the bomb spawner subtypes were used for anything else this shouldn't have any effect on the game.

On a similar note, I have discovered that the maxcap recipe on the wiki stopped working at some point since it was written. I will replace it with a functioning set of instructions.

Less snowflake code.
Bomb spawners are actually functional now.
Slightly better code.
The explosives compressor accurately reflects the power of the bomb you put into it.
2021-03-20 18:15:24 -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
TheVekter
54d9e117b3 Remove the foam finger rocket launcher (#57763)
It's baaaaad. Very bad. There are way better ways to do this but I
don't honestly have the capacity to do them. The sprite states are all
fucked up, it's an odd case of something not being snowflake enough in
the right places, the goddamn thing breaks if you drop it... For fuck's
sake, Ryll tried to fix it and even they couldn't. No, fuck it, get rid
of it, we'll rewrite it later.
2021-03-17 14:42:24 +00:00
necromanceranne
bacf80e858 Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier (#57687)
* Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier instead.

* forgot the define

* actually if this is .35 it's 10 shots again so let's do that instead wow a .1 difference DOES matter fuck our health system
2021-03-16 22:14:52 -04:00
TiviPlus
f0cf7ea5ac Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#57566) 2021-03-11 02:26:21 -08:00
Ryll Ryll
ba42d027dd don't get it (#57416)
#57013 added a foam finger that shoots rockets, and made the classic laser gatling mistake of being a ballistic gun and thus spawning 5000 rockets in its internal magazine when spawned. I don't know what this is a reference (It's a deadspace thing) to or why a foam finger was chosen for its appearance, but I do know spawning 5000 rockets is a bad idea. This avoids that issue by making it a subtype of wand (just about as good as magic anyway)
2021-03-05 16:52:11 -08:00
Ryll Ryll
3feb8c959b Fixes runtimes from firing projectiles, adds unit test for firing guns (#57345) 2021-03-03 16:27:36 -08:00
Thalpy
13f9934ed4 Fixes the randomly failing unit test that sometimes happens. (#57266) 2021-03-01 13:57:20 -08:00
Ryll Ryll
66daec9eb8 *smacks table* Hot Damn! (#57269) 2021-02-28 22:22:33 -08:00
Mothblocks
0de523f853 Move the curse hand's visual effects out of Destroy (#57271) 2021-02-28 13:48:15 +01:00
Gurkenglas
95f37913d9 RangedAttack now takes modifiers. (#57214) 2021-02-27 19:55:23 -08:00
Thalpy
5bfab4a84b Fermichem 2.4 - C2 medicine recipe adaptations and atunements to the new mechanics (#57104)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-27 14:10:53 -08:00
Iamgoofball
499226fea4 Poor Aim now gives you Stormtrooper Aim. (#56511) 2021-02-27 00:21:58 -08:00
Fikou
eea0599511 moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
2021-02-21 13:58:33 -05:00
Tlaltecuhtli
152fd762a1 improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#57004) 2021-02-21 03:31:51 -08:00
c420-o
08b9927aa4 Add a new admin weapon: foam finger that shoots missiles (#57013)
An admin only rocket firing foam finger has been added. There is also
a toy version available from arcades that is just a giant foam finger.
2021-02-20 15:08:53 +00:00