Commit Graph

135 Commits

Author SHA1 Message Date
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
MrPerson
924d47f810 Fixes an issue where moving in no grav would push off movable objects when nonmovable ones were availablee 2016-10-16 22:53:46 -07:00
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
Cheridan
37944a1100 Merge pull request #20464 from ChangelingRain/whenibreakpatternibreakgroundirebuildwhenibreakdowniwakeupmoreawakethaniveeverbeen
Fixes magboots, engiborgs, and drones being able to move in space
2016-09-13 12:14:31 -05:00
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
Joan Lung
6bc1981246 may this also die 2016-09-12 10:43:14 -04:00
Joan Lung
1616b7a237 Removes the horrible anim() proc and a bunch of spawns 2016-09-12 09:25:59 -04:00
Joan Lung
dc930b9da8 this is so fucking dumb 2016-09-11 18:38:14 -04:00
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
266bacf4c8 Bubblegum now charges past its target's location 2016-09-03 12:09:08 -04:00
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
Kyle Spier-Swenson
c48db99981 Minor text fixes (#19926) 2016-08-17 14:14:28 -05:00
MrStonedOne
4acc612198 Fixes edge case allowing certain mobs to move mutiple times a tick. 2016-08-15 08:57:34 -07:00
MrStonedOne
137c5f68fd Removes ~50ms of input lag from movement.
This removes about 50ms of input lag from movement by telling byond to not wait until the next tick to process the key press.
2016-08-15 08:41:56 -07:00
Joan Lung
c801f9a9c9 Replaces umbras with revenants (#19059)
Umbras have been removed.
Revenants have been readded, though they are now vulnerable to salt piles.
2016-07-03 01:33:52 +12:00
Xhuis
527dddd95d Complete Revenant Rewrite (#18522)
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.

Total change list:

    Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
    Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
    Umbras' health is not based on vitae but has a hard cap at 100.
    Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
    When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
    Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
    EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
    Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
        Toggle Nightvision is self-explanatory.
        Discordant Whisper is identical to the original revenant's transmit.
        Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
        Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
    Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
2016-06-17 10:58:07 +12:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
phil235
0abf5ae6a5 Fixes bug with blob-zombifying a dragged human.
Fixes AI breaking his puller's grip when moving its camera.
2016-05-29 16:11:55 +02:00
phil235
1f0b53803e Can't break the pull while stunned or unconscious anymore. (#17992) 2016-05-28 08:36:42 -05:00
phil235
11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
PKPenguin321
272c7bb896 reverts most of goof's grab nerf 2016-04-05 17:19:10 -07:00
duncathan
eeb0119acb Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/modules/mob/mob_movement.dm
	code/modules/recycling/conveyor2.dm
2016-03-30 22:55:00 -06:00
duncathan
e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
duncathan
3f1375ba39 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomZLevels/Cabin.dmm
	_maps/RandomZLevels/beach2.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/templates/lavaland_surface_automated_trade_outpost.dmm
	_maps/templates/lavaland_surface_biodome_winter.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	code/controllers/subsystem/air.dm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/effects/aliens.dm
	code/game/objects/effects/overlays.dm
	code/game/objects/items/apc_frame.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/girders.dm
	code/game/turfs/simulated.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/mineral_floor.dm
	code/game/turfs/simulated/floor/plating.dm
	code/game/turfs/simulated/river.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/simulated/walls_reinforced.dm
	code/modules/admin/verbs/buildmode.dm
	code/modules/atmospherics/environmental/LINDA_turf_tile.dm
	code/modules/events/spacevine.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/holodeck/turfs.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/interactive.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/simple_animal/bot/floorbot.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/living/simple_animal/hostile/hostile.dm
	code/modules/mob/mob_movement.dm
	code/modules/power/singularity/narsie.dm
	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
	code/modules/research/server.dm
2016-03-29 14:46:06 -06:00
duncathan
b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00
PKPenguin321
8337562f41 applies changes to breakout probabilities
how come my salt PRs dont get merged but goofballs do
aggro grab:
25 -> 75 -> 50
neckgrab:
5 -> 50 -> 15
2016-03-28 22:17:21 -07:00
AndrewJacksonThe2nd
535f3a1b4a aaaaaaaaaaaaaaaaaaaaaa 2016-03-27 12:19:46 -07:00
AndrewJacksonThe2nd
b8a60ffeb0 GRAB NERF 2016-03-27 12:15:14 -07:00
duncathan
12a6205372 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomRuins/SpaceRuins/asteroid4.dmm
	_maps/RandomRuins/SpaceRuins/spacebar.dmm
	_maps/RandomZLevels/Academy.dmm
	_maps/RandomZLevels/beach.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/spacebattle.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/RandomZLevels/wildwest.dmm
	_maps/map_files/AsteroidStation/AsteroidStation.dmm
	_maps/map_files/BirdStation/BirdStation.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/DreamStation/z5.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/map_files/generic/z5.dmm
	_maps/map_files/generic/z6.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	_maps/templates/lavaland_surface_ufo_crash.dmm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/structures/lattice.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/misc_floor.dm
	code/game/turfs/simulated/floor/plasteel_floor.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/turf.dm
	code/modules/events/spacevine.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/simple_animal/bot/cleanbot.dm
	code/modules/mob/living/simple_animal/bot/mulebot.dm
	code/modules/mob/mob_movement.dm
2016-03-10 23:07:21 -06:00
duncathan
5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
Remie Richards
4e821d8657 Atoms may now have many mobs buckled to them, as opposed to one, this is controlled by the new max_buckled_mobs var on atoms, defaults to 1 as to not change any current functionality 2016-03-07 18:03:25 +00:00
phil235
c7b7230827 Change some for loop with grabbed_by to be typeless since grabbed_by only contains grabs.
Replace super weird "locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len))" by simple if(grabbed_by.len)"
Cleans up Process_Grab to be easier to read.
Simplifies MobBump() proc, especially the part about pushing a mob that is pulling or is pullsed/grabbed. We no longer check for mobs in a 1 tile radius every time we bump a mob.
Fixes runtime with clear_reagents_to_vomit_pool() due to a typo.
2016-03-03 14:20:42 +01:00
Firecage
332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
duncathan salt
6fcb78044d Merge pull request #14450 from AnturK/mechboots
Fixes mechs using occupant spacemove
2016-01-08 07:14:46 -06:00
AnturK
8b1b75258b Offloads finding backup to atom/movable proc 2016-01-06 20:47:50 +01:00
duncathan salt
5edf9f87e1 Merge pull request #14329 from KazeEspada/Mobfix1pointO
Fixes a runtime involving mobs that get deleted upon death.
2016-01-04 20:28:52 +01:00
KazeEspada
aec7bd9301 Fixes a runtime involving mobs that get deleted upon death. 2016-01-02 23:04:19 -07:00
MrStonedOne
b50e8d2a63 removes a bunch of unneeded spawns
spawns have a high overhead.

I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
2016-01-02 18:23:02 -08:00
Kyle Spier-Swenson
842025a9ac Update mob_movement.dm 2015-12-23 04:39:43 -08:00
Kyle Spier-Swenson
b220679de3 no grav movement now uses can_pass rather then density 2015-12-23 02:12:50 -08:00
Razharas
122796dfb7 Merge pull request #12726 from MrPerson/delay_of_game_5_yard_penalty_repeat_first_down
Refactor mob movement delay calculation
2015-11-01 02:04:44 +03:00
MrPerson
d575219887 Refactor mob movement delay calculation
Basic premise: Get all mob movement delays calculated in movement_delay() instead of having half of them in Client/Move(). Except for the slowdown from grabbing, which is so shit I can't even. The idea here is to eventually have the AI movements be at the same speed as client-initiated ones.

Let's try this again: Removes TickComp because it's a useless pile of shit that's based on a false idea of how BYOND's ticks and tile-based movement work.
2015-10-29 05:15:41 -07:00
MrPerson
2f9c5b38f0 Removes the unused lastarea mob var
I think it was used for ambience music a long time ago.
2015-10-28 04:25:18 -07:00
xxalpha
e82a216447 Changed various instances of range() and orange() to ultra_range(). 2015-10-19 20:04:14 +01:00
AnturK
83354fa364 Fixes 2015-09-24 18:26:12 +02:00
AnturK
a99ed56f27 Atom Buckling - Squashed 2015-09-24 16:21:05 +02:00
unknown
68b824e727 increased confusion multiplier, increased confusion sources 2015-09-13 12:39:41 -06:00
unknown
16ac3baa88 made confusion directional and probabilistic 2015-09-12 13:15:45 -06:00
hornygranny
2367ae48c9 Revert "Smooth out gliding so movement isn't (as) jerky" 2015-08-29 13:37:55 -07:00