Commit Graph

141 Commits

Author SHA1 Message Date
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
Shadowlight213
e7f9c7e7e0 removes breath mix vars from species
creates lung subtypes
2016-10-19 19:47:44 -07:00
Shadowlight213
865ca10c04 Merge branch 'master' of https://github.com/tgstation/tgstation into gaswalkers 2016-10-19 16:34:00 -07:00
Shadowlight213
108cdb21ce removes nobreath checks in lungs 2016-10-11 23:03:44 -07:00
kevinz000
cb295db91a remake (#20762) 2016-10-11 09:41:43 +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
Shadowlight213
e6fe683c13 Finalization and cleanup 2016-10-08 15:49:21 -07:00
Shadowlight213
94be2408ee Merge branch 'master' of https://github.com/tgstation/tgstation into gaswalkers 2016-10-08 13:13:05 -07:00
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
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
AdamElTablawy
90ee0f1042 fixes a capitalization issue and changes desc of cursed heart (#20636) 2016-09-24 19:54:28 +12:00
Shadowlight213
d6c93bc4f5 First commit on moving breathing from species to an organ. 2016-09-20 14:06:12 -07:00
kevinz000
8a83df0d3b Arm Combat Cybernetic Implants (because toolset arm shanks weren't enough) (#20544)
* combat_cybernetics

* flashlight-arms

* surgery

* thiswillprobablyfixit...

* nopethatdoesntwork

* revert

* nerf

* prayingtornjesusitcompiles
2016-09-20 21:36:11 +12:00
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
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Shadowlight213
8a3e295175 Makes nutriment and reviver implants way easier to get 2016-08-21 17:04:55 -07:00
Xhuis
8a852f196b Removes shadowling (#18951) 2016-06-27 20:53:35 -04:00
Kyle Spier-Swenson
0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Core0verload
bb43219915 Rebalances radioactive microlaser (#18537)
This PR is aimed at making radioactive microlaser less useless.

Radioactive microlaser is now a subtype of health analyzer. Using it on someone would print out target's health status. Useful for stealth. You can disable this in microlaser's menu.

You can disable microlaser's irradiation in the same menu. Just in case you want to check your own health without carrying a real health analyzer.

Radioactive microlaser has it's max rad output increased 200%.

Radioactive microlaser cooldown is cut in two.
2016-06-17 09:11:52 +12:00
oranges
ccbc302876 Merge pull request #18282 from coiax/removing-spawn
Removes spawn() from some things
2016-06-07 10:21:54 +12:00
oranges
744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
Jack Edge
a01b48aa48 Removes spawn() from some things
Yay, refactoring.
2016-06-05 20:08:36 +01:00
oranges
c09046e3f1 Merge pull request #18201 from PKPenguin321/cmo-implanter
Refines autoimplanter code, gives CMO single use autoimplanter for HUD augment
2016-06-06 01:25:52 +12:00
phil235
bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235
b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Jack Edge
e13725b179 Refactors all (F) links into using a define
🆑
bugfix: Clicking the (F) link when an AI talks in binary chat will
follow its camera eye, the same as when (F) is clicked for its radio
chat.
/🆑

FOLLOW_LINK is a define that creates the clickable (F) link, so it
doesn't have to be typed painstakingly out every time we want to give
that link to an observer.
2016-06-03 15:29:28 +01:00
PKPenguin321
01281044a1 refines autoimplanter code, replaces CMO eye HUD augment in locker with single use eye HUD augment autoimplanter 2016-06-02 23:23:52 -07:00
LatD
67190cb762 Fixes things found in testing 2016-05-26 23:30:42 +03:00
LatD
e7d5be221e Small fixes and changes 2016-05-24 23:04:00 +03:00
LatD
907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
LatD
7d6b3e6847 origin and req lvl changes 2016-05-21 17:17:20 +03:00
c0
fb2a0961ff "Toolbox Arm" printable at exosuit fabricators and protolathes 2016-05-21 06:35:32 +03:00
LatD
502249831d Syndicate origin tech changes 2016-05-18 20:12:01 +03:00
LatD
fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
Jack Edge
889c7240f0 Merge branch 'master' into voiced-skeletons 2016-05-13 18:37:23 +01:00
Shadowlight213
320bb39eba Removes abductor ability to use guns. (#17515)
* Removes abductor ability to use guns.
Removes agent starting out with an alien blaster

* removes comment

* Makes Abductors able to use alien pistol

Alien pistol now has ALLOW_ALL trigger guard to overcome abductor's
natural NOGUN.

Pistol now starts in the backpack, and the wondertool on the belt.

In addition:
 - Replace multiple copies of IsAbductor() with a single isabductor()
   proc in code/__HELPERS/mobs.dm
 - Adds icon for alien firing pin
 - Adds abductor span for ayylien communication
2016-05-11 20:28:52 +01:00
Jack Edge
a30736e983 Bug fixes and griffin noises 2016-05-10 10:16:11 +01:00
coiax
d563246022 Added the bone tongue to skeletons (#17479) 2016-05-09 18:23:15 +02:00
phil235
68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
nullbear
241b1c10c7 Adds a few organ verbs 2016-04-14 18:53:08 -07:00
Incoming
e5602f5220 Fixes xeno hissing. the dangerous result of testing sounds while the station started with no atmosphere 2016-04-13 19:15:10 -04:00
Joan Lung
28d543aa8b Merge pull request #16704 from Incoming5643/Its_3_am_and_I_am_too_dazed_to_make_a_clever_branch_name
Tongues
2016-04-11 19:44:36 -04:00
Incoming
dfc6e55eaf Implements Cheridan's tongue sprites. Oh baby. 2016-04-11 19:23:05 -04:00
Incoming
513d5b12dc Generalize the system down to carbon, adding a xeno tongue that handles the actual hissing sound.
Moves the tongue organ to the mouth
Fixes up synth inheritances
Losing your tongue no longer makes you silent, but rather just makes you a lot harder to understand
Little misc things
2016-04-09 21:55:44 -04:00
Remie Richards
c816da8505 Updates cursed hearts to use the client_colour system. 2016-04-07 22:17:38 +01:00
Incoming
b2b02887ec Tongues WIP
Adds tongues, which serve as the physical manifestation of speech impediments.
2016-04-07 02:59:23 -04:00
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
Remie Richards
f21d675fbe Merge pull request #15849 from Core0verload/jetpack
Jetpack nerf revert, new jetpack implant
2016-03-17 00:59:23 +00:00