Commit Graph

2552 Commits

Author SHA1 Message Date
SkeletalElite
dff8d8fb05 Replace Plasma Cutter EMP effect (#64073)
Fixes 43685
2022-01-20 21:52:37 -08:00
TemporalOroboros
f0313a242f Tweaks the blastcannon range a bit and makes it care about walls. (#63866)
* Tweaks blastcannon range and adds explosion block decrement
2022-01-20 11:10:28 +01:00
Ryll Ryll
73eaf4273e Drinking root beer increases your fire-rate; Adds root beer (#63956)
* Adds TRAIT_DOUBLE_TAP and a drink/pair of gloves that grant it

* increased price

* per reviews
2022-01-17 22:40:33 -08:00
LemonInTheDark
815bb8ae40 Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)
* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

Co-authored-by: Rohesie <rohesie@gmail.com>

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-01-16 14:58:41 -08:00
Fikou
fd9a7f8a58 MOD update: Modular Cores (#64042)
* Modsuit update - Cores
2022-01-15 13:54:53 +01:00
Ryll Ryll
f637240933 Rubbershot is now very bouncy (#64020)
Makes shotgun rubbershot bouncier.
2022-01-14 15:02:16 +01:00
jjpark-kb
aeece42130 nuclear particle flag fix (#64032) 2022-01-13 17:20:13 -05:00
TemporalOroboros
5791813af3 Fixes always aiming at the center of your target. (#64015)
There used to be code that was supposed to let you shoot at the individual pixels of your target.
It was broken and was causing bullets to drift off-center at long ranges and zooms.
I tried to fix it and accidentally wound up removing the ability to target individual pixels.
This reimplements the pixel targeting without the aim drift bug.
2022-01-12 16:53:43 -08:00
LemonInTheDark
f8aad14ae8 Harddel Fix Pack #42 + Better Live Reftracking Support (#63877)
* Hard Del Fixes, Ref Tracking Changes
2022-01-12 22:46:13 +01:00
Watermelon914
8fd85e9666 [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: gbfree <guillaumebfree@gmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Aziz Chynaliev <azizonkg@gmail.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2022-01-11 15:47:10 -08:00
LemonInTheDark
aec43405cd Makes share() canonical. Saves cpu time, makes the simulation proper (#63785) 2022-01-11 15:16:15 -08:00
TemporalOroboros
d5c03724cb Fixes aiming at things through cameras not aiming at the thing you aimed at. (#63654)
You can click on things through cameras. This is one of the major appeals of BRPEDs. If you try to shoot at things while using a camera console to aim you will shoot at the angle between the camera you are looking through and the thing you are aiming at. This makes you aim at the thing you are aiming at from the perspective of yourself instead of the camera you are using.

While it would be funny to watch a sniper gun down their own team aiming through a camera bug and shooting in the opposite direction they think they I'd prefer if it actually worked.
2022-01-05 00:55:52 -08:00
SarmentiCampbell
f7af300c7f Fixes Russian Roulette (#63636)
* Cheater.
2022-01-02 03:44:05 -06:00
TemporalOroboros
7c5860c1bd Miscellaneous projectile phasing fixes/tweaks + fixes a typo in the blastcannon projectile. (#63581)
* Fix blastcannon typo. Hopefully fix blastwave phasing.

* Fix projectile phasing on direct target

* Should unspaghetti sniper bullet var definitions

* Makes phasing rounds phase

* Preserve original behavior of sniper rounds
2021-12-30 23:08:22 -06:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Fikou
f58848e2ec modsuit patch one (#63638)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-12-27 14:47:59 -08:00
Fikou
7b38dd4ff7 MODsuits (#59109) 2021-12-24 12:00:24 -08:00
Jeremiah
415e9dd7c1 Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
2021-12-23 17:06:01 +00:00
John Willard
ada706305e makes staff's balloon alert over the user instead of the wand (#63541) 2021-12-22 12:59:19 -08:00
tralezab
82615e7462 Super Mega Mob Spawn Refactor (#63279)
About The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor

The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor is my attempt to clean up the file structure, the code, and the type tree for mob spawns.

    Splits mob spawn types into corpses (dead spawns) and ghost roles (living spawns you can possess). The vars that didn't make sense for corpses and vice versa for ghost roles are now appropriately there
    Because of above, there are no longer the fucking "death, roundstart, and instant" vars. thank god
    Removes a lot of single or very few used vars, whose properties can be applied on special().
    All Mob Spawns are given fitting folders instead of just being stuck in a single ghost roles file. Corpses are in the corpse folder, Ghost Roles are in the ghost role folder. Only exception are drones which should stay near their respective homes
    Just generally cleaner all around you know
    spider structures file renamed to spiderwebs now that spider eggs are gone

Why Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor Is Good For The Game

The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor cleans up so many terrible cases and uses
Changelog For The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor

cl armhulen
refactor: Mob spawns are refactored, no more assortment of "random, instant, and roundstart" vars on every mob spawn type
refactor: if there are some minimal differences in how mob spawners feel, that's why!
/cl
2021-12-15 11:13:21 +13:00
Azarak
680ca7d3b9 Field of View and Blindness improvements [bounty + upstream push] (#63312)
About The Pull Request

I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.

The fov cone shadow density can be adjusted

Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.

This PR was brought to you by Skyrat paying me aswell as rotational mathematics


Why It's Good For The Game

Oranges approves so it's good.
Changelog

cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
2021-12-14 15:52:52 +13:00
Paxilmaniac
b952423eb0 Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department (#63137) 2021-12-02 18:05:23 -08:00
Krysonism
79a86ecb59 Da thick blast update: blastcannon resprite. (#62976)
The old blastcannon is one of the worst sprites in the game, and the old inhand is tiny.

A weapon that instagibs people should probably have a prominent inhand and now it does! Probably the biggest inhand of any item...
Changelog

cl
imageadd: The blast cannon & blast wave projectile has new sprites.
/cl
2021-11-29 14:52:23 +13:00
Seth Scherer
f815929b47 Toy Crossbows can be fired with one hand again (#63021) 2021-11-24 15:12:43 -08:00
Ghom
a2489d7b72 The weapon description for energy guns now takes in consideration the pellets number of the selected mode. (#62705) 2021-11-10 22:15:39 -05:00
Ghom
7f9454f15b Protects blob structures against bolt of animation (#62690) 2021-11-09 23:04:23 -05:00
John Willard
33de78d457 Deletes magic armor (#62594)
* Deletes magic armor

* removes arcane barrage's 0 armor penetration

* makes magic use NO flags. Get fucked.
2021-11-08 23:52:30 -05:00
Ghom
b79dd74fd0 Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. (#62624)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2021-11-07 16:42:41 -08:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Sealed101
49d8a96f26 feex (#62511)
this includes the anti-drop implant issue as well
2021-11-03 20:38:07 -04:00
UnokiAs
a02c62d748 Syringe guns new sprite and become bulky (#62443)
This PR change the syringe gun sprite, the syringe gun is now bulky and can only be placed on back slot or suit storage with labcoat, medical windercoat and biosuit.
2021-11-02 12:37:45 -03:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
Watermelon914
6b360a0e80 Shooting specific wizard staffs as a non-wizard or non-magician now backfires in different ways. (#62257)
About The Pull Request

If you try using the staff of change, the staff of chaos, the spellblade or the staff of healing as a crewmember, then it'll backfire.
People who can use the staff normally: Apprentices, Wizards, Amateur Magician (from Summon Magic event)

Backfiring is different depending on the staff, each effect is listed below and happens when you try firing the staff.
Staff of change - Wabbajacks the imposter, although they can't become a xeno or a borg.
Staff of chaos - 5% chance to fire the staff at the imposter using it.
Staff of healing - Acts as a medibeam gun to the imposter.
Why It's Good For The Game

Crew getting access to the Staff of Change tends to end in a lot of people becoming xenomorphs or syndicate borgs. It forces the round into a turn for the worse for all antags as xenomorphs have hardstuns, syndicate borgs have emag, greatly improved healing chemicals and powerful weaponary.
Crew getting access to the Staff of Healing results in death being irrelevant. Killing people is no longer a viable tactic as an antagonist because anyone killed, no matter how damaged their body is, can be instantly healed with this staff.
Crew getting access to the Staff of Chaos is like crew getting access to the staff of change and the staff of healing at the same time, only more unpredictable. It's better if they can't reliably use it to get the spells they want as chaos is implied in the name, it becomes russian roulette trying to get the correct bolt as you can also get shot by a bolt of death, instantly killing you.

This is a better alternative to outright removing the staffs or making them usable only by wizards as it gives a quirky use to trying to use them as a crewmember. Maybe not the staff of healing, but fuck the staff of healing.
Changelog

cl
balance: If you try using the staff of change, the staff of chaos or the staff of healing as a crewmember, then it'll backfire. The Staff of change wabbajacks the user, like the pool of change; this means you can't become a xenomorph or a syndicate borg. The Staff of chaos has a 5% chance of firing the bolt directly at the user using it. The Staff of healing now behaves like a medibeam gun to non-wizards trying to use it.
/cl
2021-10-28 11:50:59 +13:00
Fikou
2b8b045d5a Mining Gear Resprite (#62168)
* mining gear resprite

* Merge branch 'master' of https://github.com/tgstation/tgstation into laaland

* update

* oopsie woopsie

* PKA CODE SUX BALZ

* woopsie
2021-10-18 18:40:50 +02:00
itseasytosee
f51000f506 Repaths knives to not all be children of the kitchen knife. (#62035)
Basically makes the code less dumb, took a long time. I worked hard to make sure there were no unintended effects (minus the fact you can no longer get spoons from the experimentor). No player-facing effects

I thought it looked weird that all cultist and combat knives were subtypes of the kitchen knives
2021-10-15 15:28:01 -07:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
Ghilker
cc3bf70da9 Rad collectors gone, tesla coils to generate power (#61917)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-10-08 17:03:52 -07:00
esainane
b3db2d6a67 Rename freon_gas_act to freeze_turf (#61958)
This was only used from two places, neither of which involved freon.
2021-10-08 05:31:10 -07:00
Invalid
67f9982f36 fixes penetrator rounds phasing through vehicles (#61907)
When I gave vehicles the PASSMACHINE flag in #61793 I forgot that penetrator rounds existed leading to them completely ignoring mechs. This time I created a new flag for vehicles, added it to water particle effects, and excluded it from the penetrator rounds.

Additionally this flag has been added to the heretic's phasing ability.
2021-10-07 11:11:39 +01:00
Peter
462214e9ef Fix bow controlling dropped arrow (#61868)
When loading an arrow into a bow and firing the bow without drawing it, the arrow would drop and still be able to be dropped repeatedly, making the arrow follow the player on the ground. See before clip. Also resulted in cleaning up a pointless if statement.
2021-10-06 13:47:56 +01:00
kopoba
e14e185462 Fix ebow acceting pka modkits (#61879)
This pull request make ebow think that he has -1% of mod capacity because ebow is not pka but still pka. So you will be unable to slap modkits from pka to ebow. Its not best way to deal with issue but best i can afford.
2021-10-05 23:26:10 +01:00
Ghilker
b95c0366a4 _HELPERS/unsorted.dm has been sorted (#61882)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
2021-10-05 20:22:57 +01:00
Ghilker
682e7132b5 cleanup of _HELPERS/game.dm (#61859)
some more cleanup, game.dm this time
2021-10-03 16:51:52 -04:00
necromanceranne
249d6e851c Meteor guns, the admin weapon, once again harms living mobs (#61520)
When explosions got refactored, this stopped harming mobs because it lacked a check. Goof must have missed this, but it's also probably not as simple to put everything back as it was. This mostly restores old behaviour by putting the relevant code into on_hit() and out of Bump() when handling living mobs, since it's a projectile and all. I don't know if the values I added are appropriate but given that the old behaviour was a high damage localized explosion, it almost certainly isn't far off.

fixes #61244
2021-09-25 09:10:19 +01:00
tralezab
6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
Timberpoes
16d541e975 [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby. (#61509) 2021-09-22 15:54:15 -07:00
necromanceranne
5aee7c8147 Fixes flatgun drop code (#61453)
About The Pull Request

Changes the drop code handling from being in pickup (requiring some shitcode to work) to instead handle the same code in equip. This behaviour is nonsense, but it at least now works as intended.

fixes #61281
Why It's Good For The Game

Shit ruin with bad loot and bullshit like this
Changelog

cl
fix: Stickmen flatguns now properly drop out of your hands when picked up, as intended.
/cl
2021-09-22 12:14:05 +12:00
Fikou
5c67c53272 Removes Tactical Resting (#61552)
About The Pull Request

If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through.
Why It's Good For The Game

The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid.
The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed.
Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid.
It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit.
Changelog

cl
balance: If you are on Combat Mode, your bullets no longer pass through prone people
/cl
2021-09-21 12:26:24 +12:00
LemonInTheDark
a08f698230 Harddeletes: Accident edition (#61562)
So I started with fixing some timing stuff in #61540, decided to look into foam harddels since I've known about them for a while, got bored, tried to figure out the plane master failures I've seen, and well uh, did.

I'm sure there'll be more, but for now:
Fixes foam darts sticking around post qdel due to dumb guncode, adds a stack trace to handle it.
Makes map popups actually clear the screen they're effecting of their objects, preventing plane master harddels, most commonly sourced from admin pod memes. Not clearing from the screen WAS SOMEHOW AN INTENDED FEATURE!?!@ because "clients log out often anyway and that clears screen so it's fine" I am having a meltdown
Changes examine timers from a ref + signal to a ref(), the timer's 1 second, it's not gonna cause any collisions for the love of christ
2021-09-20 17:17:09 +01:00