Commit Graph

2154 Commits

Author SHA1 Message Date
phil235
419ef7cc91 fixes runtimestation compile error. 2016-11-06 00:36:14 +01:00
oranges
b8e2efe097 Merge pull request #21347 from Mervill/master
Runtime Station - Quick loading developer sandbox
2016-11-06 12:10:24 +13:00
Cheridan
6a885d9500 Merge pull request #21342 from phil235/TransitShit
Fixes transit tubes
2016-11-05 17:21:24 -05:00
Lzimann
07178227dd Fix the mix tank in three maps. 2016-11-04 11:11:56 -02:00
phil235
7959535d05 updating pubbystation with new transit tube types. 2016-11-03 18:29:10 +01:00
Mervill
8137c440f2 Removes a stray step_x / step_y from runtimestation 2016-11-03 08:34:01 -07:00
Mervill
dc9aaef18e Merge branch 'runtimestation' 2016-11-03 00:40:49 -07:00
Mervill
946ec1fec8 Initial revision of Runtime Station 2016-11-03 00:38:50 -07:00
phil235
98dbf0e863 updating maps. 2016-11-03 02:23:28 +01:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
Mike Long
33ba4961d4 Makes minor changes to BoxStation to reduce active turfs at roundstart.
Also fixes some small atmos pipe problems.
2016-10-28 21:22:28 -04:00
pubby
2d6125527f Holodeck Revamp (#21196)
Redesigns old holodeck programs and adds several new ones too.
2016-10-29 11:28:42 +13:00
Cheridan
d1a18b8d1e Merge pull request #21194 from WJohn/more_gunhog_mapping
Minor updates to the aux base construction area.
2016-10-27 07:56:40 -05:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
oranges
1d236171ab Merge pull request #21176 from pubby/z2shuttle
Tweak z2 recovery ship docking vars
2016-10-26 19:00:01 +13:00
WJohn
e0906bf2e0 Minor updates to the aux base construction area. 2016-10-25 18:23:11 -04:00
pubby
a1db1df417 PubbyStation update (#21166)
* PubbyStation update

- fix armory grilles
- fix random grille in engi maint
- fix single rod in engineering
- fix atmos space airlock req_access
- fix sci entrance lights
- fix emergency shuttle cargo door
- fix atmos console
- fix port emergency storage area def
- fix ai upload turret positions
- fix airless platings
- revamp medbay
- revamp bar
- revamp floors (science, hydroponics, etc)
- add second o2 port to cryogenics
- add biohazard closet to medbay
- add voice analyzer to tool storage and science
- add blast doors to immigration office
- add cargo access to aux mining base
- add rods to atmos
- add bio/bomb closets to sec equipment room
- add nanomed to emergency shuttle
- add windows to teleporter
- add missing holopads
- add fire extinguishers
- add easel and canvas to art storage
- and more

* Oops

Forgot to add mirrors to theatre.

* FUUUUUUCKK

I forgot to connect the cryo/sleeper APC to the grid.
2016-10-25 13:07:03 +13:00
Joan Lung
34d4695a73 Merge pull request #21159 from lzimann/bettertoxin
Restores toxins to the way it was before the remap
2016-10-24 12:37:50 -04:00
pubby
9455d64317 Tweak z2 recovery ship docking vars 2016-10-24 09:13:26 -05:00
Joan Lung
fba84ba362 Merge pull request #21141 from Niknakflak/ruglight
Quality mapping leaves no traces
2016-10-23 15:44:41 -04:00
Cheridan
9f6da0a7ac Merge pull request #21146 from lzimann/smallgrav
Fixes bad area in ruined birthday lavaland ruin
2016-10-23 14:41:40 -05:00
Lzimann
3caf7ee847 Makes toxin decent again. 2016-10-23 13:30:44 -02:00
oranges
405c49dd0e Merge pull request #21120 from Niknakflak/The_Purple_One_for_you
Adds the purple skirt; Changes some bad paths
2016-10-24 00:09:01 +13:00
Lzimann
ec130ad4fe Fixes bad area in pizzaparty ruin 2016-10-22 18:59:36 -02:00
NikNakFlak
aadd0e4596 The best mapper, full of mistakes 2016-10-22 12:35:23 -07:00
NikNakFlak
730f8c7da4 Fucking path changes fucking up maps 2016-10-21 13:19:46 -07:00
Mike Long
e360aa40c7 Re-adds the codex gigas to metastation. 2016-10-21 07:14:22 -04:00
oranges
e28a9d9c23 Merge pull request #21085 from Niknakflak/Librarymeta
Returns metastation library to more/less what it used to be
2016-10-21 15:31:36 +13:00
Dear Nora
ca8c9f3623 Fixes some mapping errors in the new toxins 2016-10-21 11:10:30 +13:00
NikNakFlak
6e2d4a992d Turns library into it's old layout 2016-10-19 13:27:27 -07:00
pubby
b26c78c9e3 A new map for pubbies by pubbies (#20925)
* Adds PubbyStation

* Update PubbyStation

- Remove floating air alarm in science security
- Add exosuit console to AI sat
- Replace unnecessary atmos r-walls with normal walls.
- Fixed EVA and teleporter shutter button
- Add holopad to AI chamber
- Add scrubbers and vents to science hallway
- Fixed warehouse scrubber

* Fix inaccessible hydroponics tray.

* More minor tweaks

- Simplified atmos design giving more room for activities
- Added a bit more decoration to tech storage

* More fixes

- remove step_x vars
- fix r_wall again in atmos
- add monkey cubes to virology
- add firealarm to mining dock
- moved dorms holopad
- moved toxins scrubber
- moved detective RC console
- moved science air alarm
- added missing air alarm to medbay

* Even more PubbyStation fixes

- fix disposal pipe above botany
- fix hydro/kitchen area defs
- add fire axe to atmos
- fix detective RC console
- fix maint req_access
- fix paper bin in science foyer
- add another monkey cube box to xenobio
- fix engineering only starting with 3 glass
- fix a few turfs having lavaland base turfs
- fix toxins incinerator req_access
- move xenobio RC console
- replace construction area with a miniature aux base building area
- add a second cryo tube

* Yet Another PubbyStation Update (YAPSU)

- make arrivals more robust
- move xenobio fridge
- fix engineering storage camera position
- fix cargo req_access
- add some cameras
- align bridge keycard auth better
- fix AI sat external airlock req_access
- add an extinguisher to emergency shuttle
- edit maint bar fridge to have less stuff but be all access
- add telescreens to engineering
- add wall safe to HoS office replacing secure briefcase
- add firelocks to AI sat
- remove AI windoor but add another layer of airlocks
- add firelocks to engi hallway
- remove second detective RC console (again)
- fix arrivals shuttle vars
- update maint items

* Whoops I forgot some things

- Move air alarms around to make them easier to find
- Add vents/scrubbers to brig office

* Add gloves+masks to medbay.

* More PubbyStation stuff.

- add extinguisher to bar/kitchen
- add extinguisher to dorms
- remove barricade from maint bar
- add a few r_walls to HoS office
- move atmos extinguisher
- fix airless tiles on maint mech bay
- extend maint slightly
2016-10-19 17:28:56 +13:00
Dear Nora
32f2a5c900 Remaps toxins (#20826)
* toxins remap

* disposal fix

* more improvements

* atmos

* more improvements

* fire and air alarms
2016-10-19 16:52:54 +13:00
oranges
fb30965905 Merge pull request #21022 from KorPhaeron/sloth
Cargo sloths
2016-10-18 13:38:18 +13:00
phil235
19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
KorPhaeron
a8e3bd7587 Adds sloths to maps 2016-10-16 17:36:31 -05:00
phil235
f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
Joan Lung
faa2840f0a Merge pull request #20948 from KorPhaeron/frogs
Removes layered turfs from the crashed ship
2016-10-14 19:38:29 -04:00
KorPhaeron
cbb48047c7 Probably fixes some runtimes 2016-10-12 14:58:05 -05:00
Cyberboss
a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Incoming5643
a963658b8e Makes transit space unjauntible, and removes a few spells restriction from the wizard den. There's nothing there you can't reach normally now except a mob that wants to kill you and some meat. (#20853)
Fixes an area error that was allowing jaunting from the wizard den after a LOT of creativity.
The radios in the wizards den should work now.
Fixes a rouge airless tile in the den.
Recompiles z2 as a dmm as it was erroring on mapmerge and it was in a very strange form that didn't match up with other dmm formated maps. It looks like everything is ruined, but I assure you everything just swapped around.
2016-10-11 10:06:08 +13:00
Cyberboss
cfd5e7fedb Box Atmos Waste Line Addition (#20749)
* Atmos waste improvements

* Reopen unfiltered to waste, condensed unfiltered output to regular port array

* A step_y = 0 got in there somehow

* Removes left pump and right side modifications. Changes valve to digital.
2016-10-11 09:41:08 +13:00
Dear Nora
cb1908878b Detective's Office Improvements (#20875)
* fixes memes

* whoops
2016-10-09 23:33:28 -05:00
NikNakFlak
f10ed78d39 Electric Guitar soundrewrite and mapping #20818
It's still loud and ear hurting but now it's in tune and shorter. You're welcome. Made for Okand's birthday. Now it maps the abomination as well so people can finally shred without admin help to spawn. The range is now shorter with less notes but it plays all the songs with no issues. Sounds were generated with a digital audio workstation and modified by me a lot.
2016-10-10 11:45:36 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Cheridan
8acd937d19 Merge pull request #20745 from Shadowlight213/ATpass
Fixes a few roundstart active turfs
2016-10-01 16:06:45 -05:00
Incoming5643
38d311e1a1 makes master compile again (#20766) 2016-09-30 12:15:42 -05:00
Incoming5643
a22996273a Repairs the wizard's shuttle once and for all (#20748)
* Repairs the wizard's shuttle.

* Map Tweaks

* creature factions the medibot so experiment 82b isn't distracted
2016-09-30 07:18:23 -05:00
Shadowlight213
c2885708ca Fixes a few roundstart active turfs 2016-09-28 18:55:08 -07:00
phil235
194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
Joan Lung
fde8904309 Merge pull request #20714 from phil235/EffectToStructure
Changes a few children of obj/effect to be children of obj/structure.
2016-09-28 18:12:52 -04:00