Commit Graph

246 Commits

Author SHA1 Message Date
shizcalev
ae64a284ab Changed to subtypes 2017-08-31 23:20:45 -04:00
shizcalev
ec6e9bb78f Makes APC cell_type actually pick a cell 2017-08-31 23:20:45 -04:00
ShizCalev
2ec3125105 Makes the singularity eat asteroids, adds a planetary z-level list with a helper that adds maps to it (#29859)
* Planet Z helper - fixed conflict

* Removed the digging part

* Tidied up.

* Requested changes mk2
2017-08-30 10:10:42 +12:00
Joan Lung
9556b8edc9 Removes the suppose-to-be unused shuttle wall path (#30214)
* Removes the unused shuttle wall path

* snip SNIP

* SNIP snip

* SNIP
2017-08-27 19:25:30 -04:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
922422a159 Window Spawners mk2 (#29792) 2017-08-10 08:17:30 -03:00
shizcalev
22764665c9 CentCom Standardization 2017-08-07 19:04:27 -04:00
ShizCalev
b3a2721590 Window Spawners (#29634) 2017-08-02 10:11:07 -04:00
shizcalev
99624b8e74 further spellchecking 2017-07-31 23:09:08 -04:00
Jordan Brown
f66bc2bebb Merge pull request #29512 2017-07-27 09:43:06 -04:00
shizcalev
27c1c0347d Last ones.
Missed a couple. Also cleaned up a couple leftover semicolons
2017-07-26 12:47:38 -04:00
shizcalev
12c279e537 less vague paths, inconsistency with derelict path 2017-07-26 12:25:39 -04:00
shizcalev
8ebf6b6a43 cleaned up paper 2017-07-26 05:35:05 -04:00
shizcalev
065bda1cc2 things 2017-07-25 22:26:51 -04:00
Joan Lung
6d7e3f2281 Lava is no longer a plating subtype (#29463) 2017-07-25 22:16:02 -03:00
Joan Lung
ca06bc22e6 Energy swords and other transforming energy weapons are now subtypes of transforming weapons (#29232) 2017-07-17 12:25:01 -03:00
ShizCalev
c79aeb9cc0 Var cleanup (#29168) 2017-07-11 16:32:32 -03:00
ShizCalev
35a0552f66 Var cleanup again (#29025)
* box cleanup

* syndie key

* sleeper icon_state
2017-07-05 00:11:50 -04:00
shizcalev
e1086bb616 merge conflict fix 2017-06-25 12:35:36 -04:00
ShizCalev
ca29c6c510 Varedit cleanup: Mk 4½ (#28715) 2017-06-24 16:43:01 -03:00
ShizCalev
bfe6b89d9e Var-edit Cleanup and Fixes: Mk3 - The Revenge (#28617) 2017-06-20 20:02:34 -03:00
ShizCalev
f2d829261a [Typo] Duffel Bag (#28200) 2017-06-08 19:16:20 -03:00
Expletive
8413960d8e A large and unasked for repath and improvement of accessories (formerly ties, but actually armbands and medals) (#28115) 2017-06-06 22:26:56 -03:00
Cruix
e95a2ac36b Replaced mob spawner vars with outfits (#27534) 2017-05-23 09:57:17 -03:00
Cyberboss
74c0756e28 Repaths C4 2017-05-05 13:23:45 -04:00
bawhoppen
121968d6b4 Kills off inconsistent shuttle paths (#26221) 2017-04-15 15:44:13 -03:00
Jack Edge
053e71d518 Moves vars of cabin map generator to type definition 2017-03-29 17:37:38 +01:00
Jack Edge
f9964f40fe Removes handnamed "awaystart" landmarks 2017-03-28 19:48:22 +01:00
Joan Lung
f36940d1c0 Circuit tiles now glow faintly (#24722)
* Circuit tiles now glow faintly

* one missed
2017-03-07 21:04:04 +01:00
coiax
b3a52289ef Posters refactor (#24548)
* Posters refactor

- Posters now use a simple type-per-poster definition, rather than some
large global lists requiring sprite numbers to be the same as entries in
a list.
- Putting a specific poster on a map now simply means putting the
specific type that you want, rather than var editing (often
unsuccessfully).
- There are random all-posters, random contraband posters, and random
official posters for mappers too.
- Ripped posters are now their own type.
- The potential to make additional classes of posters has been left
open, I'd like to move a bunch of the advertisement posters to their own
catagory, and clean up the "official" category to be more obviously
on-brand.

* Updates DeltaStation

* Changed the maps of Metastation

* OmegaStation posters updated

* Updated Pubby posters

* Map merged?

* Updated away mission and ruin posters

* Removes vars from garbage
2017-03-03 11:16:19 +13:00
uraniummeltdown
e479e28245 fixes incorrect shuttle engine propulsion dirs 2017-02-21 18:23:51 +04:00
danno "big fucking moron" gonzales
3e5108f4ee new coat of paint: colored jumpsuits (#23786)
* redone colored jumpsuits

* purp scurp

* weehawwww
2017-02-07 16:32:35 -06:00
KorPhaeron
3156b55cd9 Path replacement on away mission that will never be loaded again 2017-02-03 18:54:24 -06:00
AnturK
6470464ec1 Map Decals v.2 (#23385)
Simple decal system to replace turf stacking and icon state duplication.
Plus simple script to help with path updates that are bit more complicated that search&replace.
Fixes caution tiles turning into space.
Fixes flipped corner decals.
Fixes gas list property whitespace on replacing.
2017-01-30 10:20:39 +13:00
Leo
2947408e09 Revert "Turf decals + path update helper" 2017-01-26 17:03:25 -02:00
AnturK
bf20de19f6 Turf decals + path update helper (#22887)
* Decal + Path update helper initial

* decal definitions

* Changes

* Updated script

* Bugfix & some pep8

* Default paths in filter rules

* return to crash

* Removes unused paths.

* Removes redundant icon_states

* capitals

* Maps v6 - run out of comments
2017-01-26 22:59:17 +11:00
Firecage
3648991237 Adds Titanium Airlocks (#22141)
* Adds Titanium Airlocks

* Adds Glass titanium airlock, and non-functional assembly for it.
2016-12-17 10:29:02 +13:00
Cyberboss
c2b6730e9a Adds a prototype for dead/impregnated facehuggers. Replaces all existing ones with it (#21434)
* Fixes #21331

* Accidentally commited using -a

* Fixes z5

* Adds one for the impregnated variety as well
2016-11-11 10:20:00 +13:00
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
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
NikNakFlak
730f8c7da4 Fucking path changes fucking up maps 2016-10-21 13:19:46 -07:00
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
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
phil235
9ca8d0f322 of course I forget one map... this is what happens when you have a gazillion different maps. 2016-09-27 23:52:30 +02:00
phil235
06736d5fe8 fixes map conflicts. 2016-09-27 23:32:43 +02:00
phil235
7c6c99683d more mistakes fixed 2016-09-27 23:22:03 +02:00
AnturK
6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +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
Joan Lung
ecfb34d65f FINALLY 2016-09-08 10:50:55 -04:00
NikNakFlak
a7b6e60d65 Sprite changes for bedsheets/signs, minor code cleaning (#19377)
* Bedsheets, sprite changes, sign

* Spelling

* Ugh, oldcode ew

* More more more

* does a thing

* Holy shit batman, this map merging thing sucks
2016-07-28 21:02:33 +12:00