Commit Graph

666 Commits

Author SHA1 Message Date
phil235
8cb3736221 Fixes turf having two contents_explosion()
Fixes hulk plus telekinesis being able to hulk smash things from a distance.
2016-11-04 00:33:51 +01:00
Lzimann
90d76b652c You can see your own attack log once again 2016-10-28 17:35:22 -02:00
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
Cyberboss
e67133b606 Hotkeys for target selection and run/walk (#21039)
* About time someone did this

* also this

* One almost got away

* From '`' to 'B'

* Mercy kill this PR pls

* Help message

* You could've told me how that took forever

* Update help
2016-10-26 18:57:38 +13:00
Joan Lung
d017a5e4ff Clockwork Marauders now have a HUD (#21124)
* Clockwork Marauders now have a HUD

* don't say a word
2016-10-24 22:58:26 +13:00
Joan Lung
7f89fdf39f The range for combat-y visible messages is now a define (#21077) 2016-10-21 15:20:14 +13:00
oranges
97eb86f34d Adjacency check for grab and code move
Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.

Moves the code into the click code and not down in the martial arts code
2016-10-19 21:55:34 +00:00
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
oranges
86a8d8a7f5 Merge pull request #20962 from phil235/hit_message
No more message spam when you witness someone being attacked or shot
2016-10-18 09:17:41 +13:00
Shadowlight213
18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
phil235
37d8345052 derp 2016-10-15 17:02:46 +02:00
phil235
f9c71fbfb0 Made some slightly less uglier sprites for attack effects.dmi
Melee attacks, gun firing, and things being hit by bullets will now still give witnesses a message, but only if they are less than 3 tiles away. The attacker still doesn't get the message for its own attacks.

I added two arguments to visible_message(), one to specify the visibility range, and one to ignore a specific mob that shouldn't get the message.
2016-10-15 16:10:28 +02:00
phil235
43812be1b0 Merge branch 'master' of https://github.com/tgstation/-tg-station into hit_message
# Conflicts:
#	code/game/mecha/mecha_defense.dm
2016-10-13 20:04:59 +02:00
phil235
929c71e67c some tiny fixes 2016-10-13 19:27:00 +02:00
phil235
1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00
Razharas
7753b04a6c Makes drag/drop that dont have any use call click (#20774)
Makes drag/drop that dont have any particular defined behaviour be treated as just click on the dragged object
2016-10-13 12:55:05 +13:00
phil235
cc947b1eeb Fixes spacevines being immune to melee attack (typo). (#20907)
Fixes robotic legs missing a side to their sprite.
Fixes blob attacks destroying objs below intact floors (the blob's attack does not remove the floor's tile)
Now all objs hidden below floors don't take damage from fires, instead of just pipes and cables.
2016-10-12 09:01:03 +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
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
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Lzimann
eaabbede28 Merge branch 'master' of https://github.com/tgstation/-tg-station into RemieRichards-prostheticsssss
# Conflicts:
#	code/_onclick/hud/human.dm
#	code/modules/surgery/bodyparts/dismemberment.dm
2016-09-21 19:47:47 -03:00
Cheridan
a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
oranges
4be4672b89 Merge pull request #20488 from phil235/TalkWheel
Talk wheel
2016-09-20 21:42:52 +12:00
AnturK
93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
phil235
8e8061e851 Wearing colored glasses colors your vision, if you want to. (#20499)
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).

* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
2016-09-17 16:28:50 +12:00
phil235
143e4ce172 Made the wheel system generic, so future coders can make different wheel types.
I gave the talk wheel to aliens, monkeys and cyborgs.
2016-09-16 14:45:05 +02:00
Joan Lung
db19c0bb8f Fixes items calling attackby on themselves 2016-09-15 07:54:50 -04:00
phil235
37d1ea6108 Make sure talk_wheel_icon var is properly deleted when hud is deleted.
Add a hotkey for the talk wheel: H (hotkey mode) and Ctrl+H.
Fixes not being able to use the wheel and talk button while stunned.
2016-09-13 15:22:41 +02:00
phil235
e916f2aa3c derp 2016-09-13 01:18:50 +02:00
phil235
76f6ef21c3 Males the talk wheel more fleshed out. 2016-09-13 01:07:52 +02:00
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
phil235
65bd7d1f4d First draft of the talk wheel concept. 2016-09-12 19:17:40 +02:00
Remie Richards
cb6094c831 and I curse it yet again! 2016-09-11 23:01:40 +01:00
Remie Richards
0335ceac83 I curse the name Shadowlight123 2016-09-11 23:00:38 +01:00
Remie Richards
791a13ba9f Corrects stupid var access (Robot Hud) 2016-09-11 22:50:36 +01:00
Remie Richards
45e32960cd Corrects stupid var access (Human Hud) 2016-09-11 22:50:01 +01:00
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
Joan Lung
d9e96145a4 Makes cult structures destructible and readds them 2016-09-08 09:54:01 -04:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Joan Lung
1bbfb0cd9f Makes telekinesis less bullshit 2016-09-01 20:08:58 -04:00
Joan Lung
ea9d9c3261 Converts Vanguard to a status effect (#20208)
* Converts Vanguard to a status effect

* bolding

* do that first, don't runtime first

* gooooof
2016-08-31 09:29:45 +12:00
Xhuis
f45c024b67 Adds framework for status effects (#19939)
* Adds framework for status effects

* Completes the Renew define

* Lots of work, refactoring

* Further work on status effects

* Gives status effects autism

* Fixes and stuff
2016-08-28 16:15:44 +12:00
Joan Lung
cbf733dbc4 Does something, likely to be important, to blob (#19831)
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑

Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
2016-08-17 15:48:28 +12:00
Joan Lung
79b226feb8 The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective (#19864)
* The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective

* you're so fucked

* behold

* clang
2016-08-16 10:24:36 +12:00
oranges
01b0e4edaf Merge pull request #19843 from ChangelingRain/itseasiertostandbackandletsomeoneelsespeakforyoubutitsnotalwaysthebestchoice
Blob overmind HUDs now handle being observed slightly better
2016-08-15 00:01:36 +12:00
oranges
bbf8889d9c Merge pull request #19810 from KorPhaeron/blueprint_fix
Refactors area creation
2016-08-15 00:01:00 +12:00
Joan Lung
fd68ebc21c Blob overmind HUDs now handle being obvserved slightly better 2016-08-12 10:12:48 -04:00
Joan Lung
81329edda6 Clockcult fixes and tweaks (#19795)
* Clockcult fixes and tweaks

* die but don't stay dead

* stay dead but never die

* instinct

* unreadable dark magic

* idiocy knows no bounds

* danger close

* like four fucking times faster

* superdynamics
2016-08-12 09:06:21 +12:00
KorPhaeron
43a16713f1 Blueprints for everyone 2016-08-11 04:04:16 -05:00