Commit Graph

127 Commits

Author SHA1 Message Date
SkyratBot
db33d75a5e [MIRROR] Space/Changeturf fixes and optimizations [MDB IGNORE] (#19201)
Space/Changeturf fixes and optimizations

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-02-28 15:23:35 -05:00
SkyratBot
0d2d05f40c [MIRROR] Gives admins the ability to enable hostile environments at will. [MDB IGNORE] (#18288)
* Gives admins the ability to enable hostile environments at will. (#72018)

* Gives admins the ability to enable hostile environments at will.

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2022-12-24 21:39:49 -08:00
SkyratBot
e6267c4f94 [MIRROR] Canisters are purchasable at cargo again [MDB IGNORE] (#17940)
* Canisters are purchasable at cargo again

* Update code/controllers/subsystem/shuttle.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:10:34 +00:00
SkyratBot
6756631e75 [MIRROR] The Mining vendor now works like the Chef produce console (has to go through Cargo) [MDB IGNORE] (#17852) 2022-12-01 14:34:56 -08:00
SkyratBot
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
0aca7ed207 [MIRROR] Illiterate human-like mobs can send shuttles to a random destination + refactors snowflake checks on the shuttle consoles [MDB IGNORE] (#16392)
* Illiterate human-like mobs can send shuttles to a random destination + refactors snowflake checks on the shuttle consoles

* update modular

* and undo unnecessary arrival shuttle edit

* Fixes the stuff that didn't compile :)

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-09-25 20:13:49 -04:00
SkyratBot
25c911c3cc [MIRROR] Fixes Build Your Own Shuttle kit [MDB IGNORE] (#16401)
* Fixes Build Your Own Shuttle kit

* Update code/modules/shuttle/shuttle.dm

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-09-25 01:43:04 +00:00
SkyratBot
a00cad0164 [MIRROR] Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) [MDB IGNORE] (#16248)
* Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua)

* [PR for MIRROR PR] Changes for 16248 (#16277)

* Merge skyrat changes, update SR SS's, and remove lobby_eye

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/autotransfer/code/autotransfer.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* restore lobby_cam for now

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-24 17:32:40 -04:00
SkyratBot
8175d67e17 [MIRROR] Register shuttles immediately after loading instead of waiting for them to dock first (no more double shuttle!) [MDB IGNORE] (#16329)
* Register shuttles immediately after loading instead of waiting for them to dock first (no more double shuttle!) (#69901)

* Moves register() call in action_load() to before docking instead of after, preventing 2 shuttles from being loaded in certain edge cases.

* Register shuttles immediately after loading instead of waiting for them to dock first (no more double shuttle!)

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
2022-09-19 22:15:12 -07:00
SkyratBot
7559990f20 [MIRROR] [MDB IGNORE] Shuttle engine code improvement and fixes [MDB IGNORE] (#16116)
* [MDB IGNORE] Shuttle engine code improvement and fixes

* what even happened in shuttlepanel.dm

* should be the last few

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-09-10 18:28:57 -04:00
SkyratBot
d17278c273 [MIRROR] Revolution victories now call the shuttle when enough of the station is revolutionaries [MDB IGNORE] (#15428)
* Revolution victories now call the shuttle when enough of the station is revolutionaries

* Update revolution.dm

* Update emergency.dm

* Update emergency.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:12:14 +01:00
SkyratBot
48ac7b572d [MIRROR] Security Level Datums [MDB IGNORE] (#14504)
* Security Level Datums

* wew

* Update security_level_datums.dm

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 02:04:50 +01:00
SkyratBot
90a11bd670 [MIRROR] Supermatter Cascades are not Universe-Destroying Events [MDB IGNORE] (#13495)
* Supermatter Cascades are not Universe-Destroying Events (#66804)

* Supermatter Cascades are not Universe-Destroying Events

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2022-05-09 21:47:37 -07:00
SkyratBot
e914af568f [MIRROR] Revert "Add stamped requisition forms now give bonus credits (#66230)" [MDB IGNORE] (#13497)
* Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)

This reverts commit f021767645.

This reverts commit f021767 from:

    Add stamped requisition forms now give bonus credits #66230

This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game

Cargo crates will now reappear.

* Revert "Add stamped requisition forms now give bonus credits (#66230)"

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-05-09 21:47:24 -07:00
SkyratBot
2f80179873 [MIRROR] Add stamped requisition forms now give bonus credits [MDB IGNORE] (#13446)
* Add stamped requisition forms now give bonus credits

* Update packs.dm

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:26:00 +01:00
SkyratBot
66312868bc [MIRROR] Supermatter cascade round-end [MDB IGNORE] (#13436)
* Supermatter cascade round-end

* wew

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-09 01:23:07 +01:00
Zonespace
349a3325ec Adds Gun Cargo (#12632)
* mega-commit

* js fix 1

* js fix 2

* documentation1

* balance?

* balance pass

* 2 -> 20 mins

* m90 increase

* thanks prophet (balance and stuff)

* more touchups

* mini correction

* cmg update

* tgui fix

* this took me too long

* permit pin removal (testing)

* price bump

* accidental commit

* ammo cheapening

* weh

* this is incredibly embarassing

* woo

* woo

* pepperballs

* permit-pins are lame anyway

* dep guards get permits

* CI fix

* model75 increase

* fix lint

* model75 removal

* Update cargo_stuff.dm

* ZONESPACE REEEEE

* not the bluie's anymore

* interdyne company fixes and stuff

* fix

* fix2

* nagant revolver removal

* threshold changes

* undo

* techshell to dynamics

* mag cost 3.5 -> 3

* dynamics 10mm auto

* ammo gens manifest

* ladon/osprey price changes

* if ixed it for you sir

* assault rifle rebalancing

* review

* Update modular_skyrat/modules/gun_cargo/code/datums/cargo_pack.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* weh

* add disabler crates back

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>
2022-04-23 17:34:08 +01:00
SkyratBot
6b491cefe5 [MIRROR] Fixes kilo's whiteship not spawning [MDB IGNORE] (#11188)
* Fixes kilo's whiteship not spawning (#64558)

* Fixes kilo's whiteship not spawning

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-01-31 20:20:03 -05:00
SkyratBot
1e4ba0273c [MIRROR] Fixes some mapping errors not using the mapping error log. [MDB IGNORE] (#10805)
* Fixes some mapping errors not using the mapping error log. (#64114)

Should help prevent #64066 from reoccurring.

* Fixes some mapping errors not using the mapping error log.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-01-19 17:21:17 +00:00
SkyratBot
c33061765b [MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety

* updates and fixes

* ffff

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 03:25:38 +00:00
SkyratBot
61ca3472ea [MIRROR] PURE Code Improvements to the Shuttle Subsystem [MDB IGNORE] (#10609)
* PURE Code Improvements to the Shuttle Subsystem

* modular updates

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-12 02:47:57 +00:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
5170b9ecda The Failsafe can now recover from an deleted MC (#60846) (#7664)
* The Failsafe can now recover from an deleted MC
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck

* Reset defcon level correctly
Oops left that in from debugging the levels

* Correctly recover SSasset

* Only decrease defcon if MC creation failed
Also add some sort sleep between emergency loops

* Makes the last two emergency actions manual procs
Since they are kinda unstantable its probalby best
if only admins call these manually

Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
You can also now debug Master/New()

While there will most likely never be any situation where the MC is just gone its still good to know that the game can recover from such a situation
For example maybe someone messed up a SDQL query or maybe someone wanted to delete the MC to create a new one hoping the Failsafe would do so for him

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
2021-08-20 18:53:14 +01:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
04abb98894 [MIRROR] Remove a bunch of old gamemode code (#6025)
* Remove a bunch of old gamemode code

* Mirror!

* Woopsie, modular game modes!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-06-01 12:36:59 +12:00
SkyratBot
ea9aed5554 [MIRROR] Replace alert usage with tgui_alert (#5815)
* Replace alert usage with tgui_alert

* a

* Update observer.dm

Co-authored-by: Celotajs <81999976+celotajstg@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-21 00:06:09 +01:00
SkyratBot
4440140319 [MIRROR] The CE can now buy the BYOS (#5079)
* The CE can now buy the BYOS (#58389)

* The CE can now buy the BYOS

* aaa

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-22 01:27:04 +01:00
SkyratBot
26f1f39c17 [MIRROR] Makes cargo canister listings get automatically generated at runtime (#4295)
* Makes cargo canister listings get automatically generated at runtime

* Update canister.dm

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-21 14:58:03 +00:00
SkyratBot
7abc7c5480 [MIRROR] Remove no tick check flag from SSshuttle (#4227)
* Remove no tick check flag from SSshuttle (#57605)

* Remove no tick check flag from SSshuttle

Co-authored-by: spookydonut <github@spooksoftware.com>
2021-03-18 12:30:33 +00:00
SkyratBot
c765afc23d [MIRROR] Chef Produce Console, for cases where there are no botanists (#3786)
* Chef Produce Console, for cases where there are no botanists (#57298)

* Chef Produce Console, for cases where there are no botanists

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-03-03 03:42:00 +00:00
SkyratBot
efd745021e [MIRROR] Shuttle Insurance! (#3505)
* Shuttle Insurance! (#57025)

Co-authored-by: spessbro <51048066+spessbro@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Shuttle Insurance!

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: spessbro <51048066+spessbro@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-02-19 13:07:47 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
cc67a133e5 [MIRROR] [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#3132)
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round

* conflicts

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-08 23:07:24 +00:00
SkyratBot
e9c8fd845d [MIRROR] Shuttle Manipulator now gives admins the option to prevent shuttle purchases when they change the emergency shuttle. (#2298)
* Butthurt Admin Prevention (#55661)

It's a story as old as time itself. Admin loads a new shuttle, decorates it, and then shuttle catastrophe triggers and the admin gets deeply, deeply owned. With this, you can set what emergency shuttle they picked and prevent any more changes to the shuttle!

* Shuttle Manipulator now gives admins the option to prevent shuttle purchases when they change the emergency shuttle.

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-12-24 12:30:29 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
bcb5fbc83c [MIRROR] TGUI Communications console (#1286)
* TGUI Communications console

* fix

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-10-14 17:45:53 +01:00
SkyratBot
b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
Azarak
61854773af [SEMI-MODULAR] Adds missing alerts and various alert features (#1238)
* alertz

* Create readme.md
2020-10-11 05:47:36 +01:00
SkyratBot
2e09bb7eef [MIRROR] Fix shuttle loader big shuttle load issues. (#1204)
* Fix shuttle loader (#54200)

Set mode = SHUTTLE_PREARRIVAL to shuttle that initially placed to transit docking port.
No more SSshuttles delete transit for half loaded shuttle

Fix #54232

* Fix shuttle loader big shuttle load issues.

Co-authored-by: Dennok <Deneles@yandex.ru>
2020-10-08 17:29:17 +02:00
SkyratBot
666c1a108a [MIRROR] Some shuttes rework. Allow many shuttles of one template to work at the same time. (#1162)
* Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)

* add replace button to shuttle panel

load button now only load new shuttle

* shuttle teplate loads as shuttle

* new shuttle console connects to shuttle

* new navigation computer connect to shurrle

* docking_port id now unique

add count to id if id already in work

* many docks from one base tenplate

* up

* fix unregister

* up

* up

* up

* block multiple shuttle loading

* return preview button

* up  id generation

* Some shuttes rework. Allow many shuttles of one template to work at the same time.

Co-authored-by: Dennok <Deneles@yandex.ru>
2020-10-05 22:31:15 +01:00
SkyratBot
958f948a76 [MIRROR] Cross server evacuation messages now include the evacuation reason (#1035)
* Cross server evacuation messages now include the evacuation reason (#53980)

Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>

* Cross server evacuation messages now include the evacuation reason

Co-authored-by: Hulkamania <39933245+JetBrody@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
2020-09-29 12:23:36 +02:00
SkyratBot
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot
f0070e854b [MIRROR] Emergency Shuttle Toggle (#975)
* Emergency Shuttle Toggle (#53912)

Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.

Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.

* Emergency Shuttle Toggle

Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-09-25 13:59:23 +02:00
SkyratBot
6679f7b008 [MIRROR] Remove outdated shuttle import landmark (#780)
* Remove outdated shuttle import landmark (#53642)

Cleaning up after #44676

* Remove outdated shuttle import landmark

Co-authored-by: Tad Hardesty <tad@platymuus.com>
2020-09-13 04:06:13 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
8c01fcc4bf [MIRROR] New Event: Shuttle Catastrophe (#392)
* New Event: Shuttle Catastrophe (#53003)

The shuttle runs into some kind of horrible event, and is no longer servicable. The station is given a new one!

* New Event: Shuttle Catastrophe

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-19 03:13:03 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

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Above: Someone having an incredibly bad day from bloodloss

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Above: Scars from healed wounds

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Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00