Commit Graph

827 Commits

Author SHA1 Message Date
Cheridan
6a885d9500 Merge pull request #21342 from phil235/TransitShit
Fixes transit tubes
2016-11-05 17:21:24 -05:00
Joan Lung
1a26cf9aa5 Ratvar will now proselytize stuff that happens to be in space (#21340)
* Ratvar will now proselytize stuff that happens to be in space

* do you hear ratvar singing

* no narsie in ooc

* "

* don't need that

* heir

* bigger stronger more filled with brass
2016-11-04 09:06:57 +01:00
phil235
51d1319ed1 Make transit tube code less shit. 2016-11-02 22:55:36 +01:00
MrStonedOne
78c9ce1bfc Cleans up some init procs from world start.
`/turf`, `/turf/open`, `/turf/open/space`, `/obj` should now no longer have an `init[]` proc in byond.

This mostly abuses the fact that `for (var/thing in null)` works exactly the same as `for (var/thing in emptylist)`

`atmos_adjacent_turfs` is lazy init'ed and set back to null when empty. `GetAtmosAdjacentTurfs()` will always return a list for code that doesn't want to care.

`atmos_overlay_types`, and `proximity_checkers` lazy init and reset back to null when empty.

`armor` is now init'ed in `/obj`'s `New()` if it's blank. This could also be set to some lazy init system if somebody is feeling masochistic enough.

`/obj`s that both don't call parent in `New()` and don't set their own armor will have a null armor list. This might cause bugs so this change may get removed if that becomes an issue.

Minor slightly unrelated change that made doing this change easier, `add_overlay()` now *technically* works properly if given a list
2016-10-28 13:31:08 -07:00
Lzimann
39ed97b326 Fixes sentience potions 2016-10-27 23:56:31 -02:00
oranges
4404a01b51 Add logging for spiderlings spawned by botany + refactor spawning code (#21037)
Adds a log with an admin message for when spiderlings are spawned by a
botany user adding mutagen or adminordrazine, it also adds a helper
method for spawning atoms that supports a callback post spawn to
modify variables specific to the atom
2016-10-20 12:46:24 +02:00
Cheridan
7f6f300587 Merge pull request #21036 from phil235/hugbox
Some nerfs to clothes & item damage
2016-10-19 12:15:35 -05:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Joan Lung
4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
phil235
30ca862473 Fixes hardsuit not having 300hp (I gave it to the helmet, but had forgotten about the suit itself)
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.
2016-10-17 22:51:57 +02:00
Joan Lung
2f6f8a4748 Fixes antag spawners (#20882)
* Fixes antag spawners

* compiling is nice

* Let's assume usr has died...

* wizaaaard

* no runtimes
2016-10-12 09:53:47 +13:00
Joan Lung
ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Joan Lung
ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +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
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
Cheridan
1e92582bdd Merge pull request #20698 from ChangelingRain/imtransandthisisapresenttoyall
Adds some pronoun helpers
2016-09-29 12:41:27 -05:00
oranges
8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00
Joan Lung
7f5a52d952 The 'other' option in user preferences sets client gender to NEUTER, and we don't want to call people it. 2016-09-26 14:53:23 -04:00
Joan Lung
f25c820265 The breast mints, yaknow. 2016-09-26 14:38:27 -04:00
Joan Lung
cab5342b47 I think you're thinking of the wrong sort of drugs, Madison. 2016-09-26 14:37:16 -04:00
oranges
5581fd9c72 Fix simple mobs spawning into nullspace + helper for spawning atoms (#20669)
Fixes badminbomb cores and spawner grenades starting out mobs in
nullspace, also adds a helper proc to do spawning
2016-09-26 08:47:03 +02:00
oranges
2c16cfbb25 Add an exception for null locations being added to turf proximity (#20648) 2016-09-24 18:51:33 -05:00
Kyle Spier-Swenson
f71dc2c9a3 Orbits are now a subsystem (#20632)
* Sleepless perfect orbits #MOGA
We bind to Moved() and use datums and lists to track the orbits, no more sleeps, no more delay.

* Adds some null checks to orbit checks

* Forget to set orbiting.
Also sets orbiters before orbiting, to avoid edge cases of deleting a list then recreating it.

* Improves orbit, adds subsystem for orbits.
Most orbit loc changes will happen on move, subsystem runs every 2 ticks to make up for when that isn't the case.
2016-09-24 19:52:49 +12:00
Incoming
4a14898e22 Merge branch 'master' of https://github.com/tgstation/-tg-station into why_did_this_take_months
# Conflicts:
#	code/modules/client/preferences_savefile.dm
2016-09-22 00:12:55 -04:00
Incoming
b5d92f7a66 New lizard sprites and digitigrade limbs final initial pull 2016-09-19 23:09:50 -04:00
Cheridan
6b3e788ee9 Merge pull request #20534 from MrPerson/even_better_color_matrix_helpers
Improved color matrix helpers
2016-09-17 09:00:46 -05:00
MrPerson
3bd240663c Improved color matrix helpers
Better comments explaining the purpose of everything
Better name scheme: color_matrix_foo() instead of just color_foo()
Contrast was completely wrong. Total derpage, formula is now right
A few examples of interesting and useful matrices. And by "a few" I mean 3, but whatever
Addition and multiplication
Single-axis rotations
color_matrix2color_hex and color_hex2color_matrix in case anybody wants to convert back and forth for whatever reason
All values within the matrix are rounded to the thousandths place to cut down on floating point error and 1.000000001 type values
2016-09-15 03:38:51 -07:00
Cheridan
3e3102038d Merge pull request #20476 from ChangelingRain/takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Removes the horrible anim() proc and a bunch of spawns
2016-09-13 12:10:10 -05:00
Joan Lung
0067bd1332 Adds brass, used to construct various brass objects (#20419)
* Adds brass, used to construct various brass objects

* brasshole

* give em the brass

* give em more brass

* DYNAMIC

* VAR MURDER SPREE

* brassy

* acceptaphil

* this is super against my general preferences but eeeeeh sure okay i guess
2016-09-13 12:16:28 +02:00
oranges
2c3b3df18c Merge pull request #20445 from MrStonedOne/stoplagfixes
Makes stoplag() less laggy
2016-09-13 09:19:49 +12:00
Joan Lung
2c73d95e7f Fixes bad html handling for cult and clockcult messages (#20436)
* Fixes bad decoding for cult and clockcult messages

* NEATO
2016-09-13 09:09:54 +12:00
Joan Lung
f10ac32b69 Merge branch 'master' of https://github.com/tgstation/tgstation into takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Conflicts:
	icons/mob/mob.dmi
2016-09-12 15:10:29 -04:00
phil235
443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Joan Lung
1616b7a237 Removes the horrible anim() proc and a bunch of spawns 2016-09-12 09:25:59 -04:00
MrStonedOne
bd7f3a3970 Makes stoplag() less laggy
By looking at world.cpu and mc's sleep_delta, we can get a rough prediction of how long we will need to sleep, rather then wake up, see the tick is already overran, sleep, rinse, repeat, cutting down on the amount of sleep()'s used in stoplag (and cutting down the overhead from those sleeps)

This sadly makes stoplag much more aggressive, and things under it much more slow, but the goal is to move most of the things on this to subsystems. Current targets are spacedrift (done), orbits, and throwing.
2016-09-10 17:52:11 -07:00
Remie Richards
c50fa5729c Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work 2016-09-10 20:28:23 +01:00
MrStonedOne
7cc19cb5ef more istype fixes 2016-09-08 22:08:20 -07:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Iamgoofball
634662d6b4 Adds Freon to the game (#20188)
* Adds Freon to the game

* MAP CHANGE MEMES

* hahahahafuck

* YOU SAW NNOTHING

* fuqq

* sd

* Fixes

* Fixes2

* fixes

* BALANCE

* mob icecubing ALSO FUCK YOUR STATUS EFFECT CODE @Xhuis

* i play pokemon go every day

* Reworks icecubing

* sjyuhdjzsadjhm x jymhuxzc

* Final Pass

* kmJCBQADVNWVBOJRFJN

* changes

* nnjhdxsjhjh
2016-08-31 08:58:55 +12:00
Shadowlight213
987333db96 Adds a config option to use account creation age for job timers. (#20109) 2016-08-27 13:50:51 -05:00
xxalpha
62aebce039 bettering of get area procs (#20066)
typecacheof

Removed get_all_area_atoms proc.

else

ispath is valid too
2016-08-26 12:05:57 +12:00
MrStonedOne
22073991ee Client windows will now flash in the task bar on incoming adminhelp/adminpm 2016-08-22 09:48:58 -07:00
Cruix
f406e518cc Fixed some possible runtimes with pollCandidates() (#19919)
* Fixed some possible runtimes with pollCandidates()

* Fixed bug in pollCandidatesForMobs()
2016-08-22 08:45:22 +12:00
MrStonedOne
e9ea58ebf7 Makes listTargets() much much faster.
````
/mob/living/simple_animal/hostile/proc/ListTargetsG    42.008      118.524      118.559       195594
/mob/living/simple_animal/hostile/proc/ListTargetsF    27.078       42.788       42.813       195267
/mob/living/simple_animal/hostile/proc/ListTargetsE    32.423       48.520       48.540       195401
/mob/living/simple_animal/hostile/proc/ListTargetsD    46.633      118.919      118.938       195455
/mob/living/simple_animal/hostile/proc/ListTargetsC    63.589       90.622       90.646       195630
/mob/living/simple_animal/hostile/proc/ListTargetsB    62.156       88.851       88.880       195159
/mob/living/simple_animal/hostile/proc/ListTargetsA   382.978      383.049      383.087       195578
/mob/living/simple_animal/hostile/proc/ListTargets      4.748      895.996      896.142      1368084
````
i went with E because F had a few edge cases that weren't handled correctly.
2016-08-20 06:15:18 -07:00
Shadowlight213
bfb0cca9fd Adds ntirc loggin
Adds a command console to the bridge.
2016-08-09 23:07:11 -07:00
oranges
49130b051e Merge pull request #19480 from AnturK/noidonntwanttobexenobiopet
"Never for this round" ghost poll generalization
2016-07-30 22:48:57 +12:00
Joan Lung
bd91c7e68d steam rises off of her 2016-07-27 22:20:05 -04:00
Joan Lung
06a6b7ef2d Fixes diagonal smoothing underlays 2016-07-27 22:17:08 -04:00