Commit Graph

1351 Commits

Author SHA1 Message Date
Gandalf
0fdff5ce1a Makes Ctrl+shift+click pass user (#58480) 2021-04-17 22:50:03 -07:00
Mothblocks
1e848e5738 Move eyestabbing to an element, rather than as part of core combat code (#58358)
Moves eyestabbing off from an item flag that is checked on every item attack to an element.

Kills /obj/item/proc/eyestab, and makes the new element the sole owner.
2021-04-17 00:53:33 +01:00
norill
4783c173f8 Clicking floor tiles closes airlocks (#58124) 2021-04-15 15:07:35 -07:00
Rob Bailey
b0f74e3831 minor layer fixes (#58350)
cl
fix: radials layer correctly
/cl
2021-04-13 13:15:16 +12:00
Jonathan Rubenstein
456e475da5 Renews Maintenance Drones (#58249)
It's the second try! (First: #48456)

Drones are little robots inspired by Keepers from the Mass Effect games. With laws to maintain both the station, and their distance from the matters of others, they were a great ghost role that let you fix up the station when you were otherwise out of the round. They were in the game for quite a while, but were abused. The abusive players completely ignored the laws and did whatever they wanted. Being tiny ventcrawlers, this became a huge issue for admins.

I attempted to bring them back, this time with some gameplay restrictions to enforce their laws a bit better. It seemed to go well, but I required headmin approval, and this all happened near a headmin election, so the project died.

Recently, some people have wanted to bring drones back. So, they gave me a ring, and I started a discussion with the admin team to see what other changes they would want in addition to the previous ones.

Here are those changes:

    They can't interact at all when close to another being, living or dead
    Their binary chat has been removed to separate them from AI and borgs
    They can only hold a whitelist of items necessary to do their job
    They can only interact with machines necessary to do their job
    The drone satchel is gone, and drones now have built in basic tools
    They also can't interact in some blacklisted high risk areas
    Finally, you must play 40 hours total as a Silicon role in order to play as a drone

Additionally, the drone dispenser is not mapped, and the drones must be researched to be constructed.
Why It's Good For The Game

Drones are a fun way to pass the time, and this time they have a lot less freedom. You can still perform the basic function of maintaining the station, but not without difficulty and tedium. This will allow other station roles to perform much better than the drones, while still letting them chug along at their slower pace.
2021-04-13 13:10:36 +12:00
LemonInTheDark
1b7e6c8127 Fixes plane master filters not working properly due to a null in the controlled planes list, turns out OPENSPACE_PLANE isn't an actual plane master. Let's add a stack trace for this case just in, well case yeah? (#58291) 2021-04-12 06:55:45 -07:00
Emmanuel S
a7b6c18a52 Fixes a critical accidental early return (#58128)
Emergency meetings work now

This loop shouldn't give up so quickly
Makes emergency meetings work when there are new players about
Also sets the 'show when dead' var to true so ghosts get the full experience
2021-04-02 21:58:26 -07:00
Emmanuel S
97945e7d08 Adds emergency meetings during april fools (#58098)
🆑
add: The captain can now sometimes call emergency meetings using the communications console! Hopefully the crew will be able to sus out any imposters who might be among them!
/🆑
2021-04-03 10:52:54 +13:00
Rob Bailey
292b217911 Layer overhaul (#57915)
## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._
2021-03-29 09:51:44 -04:00
Ghom
c6bacd5e68 Cyborgs now use the same icon states for charge screen alerts as ethereals. (#57966) 2021-03-27 09:36:04 -07:00
Arkatos1
1bd062e9cf Blobbernaut HUD improvements (#57922) 2021-03-26 03:39:11 -07:00
Thalpy
eee51bcaaa Fermichem 2.6 - Adds the HPLC: a new roundstart method of detecting purity, as well as a method of partially purifying reagents (#57858)
Adds the High-performance liquid chromatography machine - a new roundstart method of detecting purity, as well as a method of partially purifying reagents.

A single machine has been added to each of the 4(5) maps - this lets people determine their purity based off the size of the green (pure portion) to the orange (impure portion) of a reagent's peak shown on the mas spectroscopy display. If a reagent is impure - it will be displayed as red.

In addition to this function, the HPLC can purify reagents by selecting a range of them and pressing the purify button. This will cost some time depending on the mass of the reagent and will purify it up it's default purity (in the tweaked reagent cases - 75%, for the reagents I've yet to get to - 100%). It will also reduce the volume accordingly (so in essence you are reducing the volume of the impure parts).

The sprite itself will indicate when it's running, so you don't need to be nearby it or use the UI to know when it's done
2021-03-26 11:56:53 +02:00
Qustinnus
40d75cc340 You can now put food on plates, and plate no longer materialize out of nowhere as you cook (#57770)
* All plates removed.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: DeAndre <robustness13@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-03-26 08:32:27 +01:00
Arkatos1
82dba0c2bc Improves status bar coverage (#57916)
This PR makes sure all MouseEntered() procs call their parent, which handles the status bar. This fixes instances where the status bar was missing, for example when you hovered over the ghost buttons, you would not be shown a name of the button, but completely different object, like "space", which was very misleading. This also means that the new status bar should have better parity the with the old status bar, which also showed these things.
2021-03-25 12:46:12 -04:00
Arkatos1
f599d3e600 Adds right-click support to AIs/Cyborgs (#57881)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-22 20:38:11 -07:00
Timberpoes
f116289e67 Fixes not being able to open inactive ticket browser on admin ticket tab. (#57882)
About The Pull Request

Currently admins can't access the ticket logs for Resolved, Disconnected, Closed and Active tickets due to an early return that will block these from being opened in 100% of circumstances.

Clicking on the Active/Disconnected/Closed/Resolved tickets would have behaviour handled by /datum/admin_help_tickets/proc/BrowseTickets() which was reached through Click() calls.

image

When we call .Click() from topic calls, we provide a null var for the control parameter.

This then leads through to /client/Click() where #57084 added a bunch of if(!control) checks supposedly ported from TGMC (or at least Fikou couldn't explain why we changed that).

I can't find a single instance of us using this locally, it appears it's always passed through to Byond. Byond docs at http://www.byond.com/docs/ref/#/client/proc/Click describe it as control - the name of the skin control involved

I can't see any reason to early return if control is a FALSE-y value. This check is what was blocking access to the admin_help_tickets datum.

In testing, removing these checks restored previous functionality.
Why It's Good For The Game

Admins less triggered.
Changelog

🆑
fix: Admins can once again open the stat panels to look at active, disconnected, closed and resolved tickets.
/🆑
2021-03-22 18:14:47 +13:00
Fikou
ed85d3f5aa Full-Automatic Guns (#57084)
* fullauto component

* eh

* h

* brap

* it works!

* FUCK SHITUP

* dumbass

* l6

* oops

* GOD

* THE LAST 10% OF A PROJECT IS 90% OF THE WORK

* slopwer projecitles, replaces the tesla gun

* heavy

* minigun

* minigun stuff

* runtime fixes, pointer icon

* nuh uh

* makes modifeirs things

* nerf this

* yes

* aghh

* agh

* real high intensity changes here

Co-authored-by: Ryll-Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-03-20 21:39:52 -07:00
IndieanaJones
b668738b94 Adds RangedRightClickOn to Mobs (#57841)
* Adds OnRangedRightClick

* Do Changes
2021-03-20 16:35:37 -07:00
Cimika/Lessie/KathyRyals
b8b4bf0399 Refactors /mob/living/CtrlClick(mob/user) and fixes pulling issues. (#57617)
Refactors the whole /mob/living/CtrlClick(mob/user) proc to be better and fixes some issues around grabbing failing due to poor logic. Closes #57618
2021-03-20 16:05:18 -07:00
ATH1909
be36311def player-controlled gorillas can now choose to punch windows down instead of politely knocking on them (#57715) 2021-03-16 02:14:01 -07:00
LemonInTheDark
99cd00f5fe Makes gas actually dissipate (#57634)
* Raises the quantize threshold from 1E-7 to 1E-4.

This makes gas dissipate as expected, and should help with the amount of useless gas floating around the station
at highpop

Adds a garbage_collect() call to the portion of pipeline code where all gasmixes are in one place, this should
clean things up properly.

Changes BREATH_VOLUME from 2 to 1.99. This is imperative
Documents a FUCKING HELLBUG in quantize/breathcode that can lead to breaths just not working sometimes. I'm not
sure how to fix this totally, so I'll document it and pray.
See <https://www.desmos.com/calculator/5icdlnktus>
Adds a unit test to check for this sort of failure.

Addendum for people tweaking this value in the future.
Because o2 tank release values/human o2 requirements are very strictly set to the same pressure, small errors
can cause breakage
This comes from QUANTIZE being used in /datum/gas_mixture.remove(), forming a slight sawtooth pattern of the
added/removed gas, centered on the actual pressure
Changing BREATH_VOLUME can set us on the lower half of this sawtooth, making humans unable to breath at standard
pressure.
There's no good way I can come up with to hardcode a fix for this. So if you're going to change this variable
graph the functions that describe how it is used/how it interacts with breath code, and pick something on the
upper half of the sawtooth
NOTE: I've made this change with a focus on o2 requirements. Changing this will effect other settings, but most
all of them can be ignored, as none will notice.

* Thank you moth man

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

* Docs the purpose of the breath unit test, and better explains partial pressure

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-13 14:49:50 +13:00
necromanceranne
787d88352a Fixes grab telekinesis with CQC (#57602) 2021-03-10 17:31:02 +00:00
wesoda25
26053c296b Fixes ethereals being unable to channel power into APCs, readds some defines (#57417) 2021-03-09 16:12:47 -08:00
Qustinnus
93fdfa1ab4 Adds a hotkey that puts you in throw mode aslong as you hold it (#57331)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-08 05:17:19 -08:00
Jack LeCroy
7f99f1bbb3 Fix issues with martial arts attacks not registering (#57131) 2021-03-07 15:22:18 -08:00
Mothblocks
b8ea8ffe2c Replaces Jump to Mob with Spawners Menu (#57471)
The Jump to Mob verb still exists for the 3 people who think they had a good use case for it, but it is no longer front and center.
2021-03-07 10:42:35 -05:00
Ryll Ryll
ced28d5cec Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
2021-03-07 02:19:38 +00:00
Arkatos1
6cee74d347 HUD cleanup and fixes (#57297) 2021-03-02 15:39:53 -08:00
Fikou
60424d0e0e adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-03-01 01:23:38 -08:00
Ryll Ryll
66daec9eb8 *smacks table* Hot Damn! (#57269) 2021-02-28 22:22:33 -08:00
Gurkenglas
95f37913d9 RangedAttack now takes modifiers. (#57214) 2021-02-27 19:55:23 -08:00
Ghom
6554334e33 Combo streaks (not just the hud icons) now reset after half a dozen seconds (amount subject to change). (#57167)
Co-authored-by: Ghommie <425422238+Ghommie@users.noreply.github.com>
2021-02-26 00:13:35 -08:00
Arkatos1
58559751ee Fixes action button movement not working (#57177) 2021-02-25 19:02:35 -08:00
Gurkenglas
9f0579812b ninjaDrainAct is now used with rightclick, not toggled with HUD. (#57153) 2021-02-24 15:21:41 -08:00
Fikou
38fbe0f26b Adds the Intento! (#56770)
Co-authored-by: Jack Edge <yellowbounder@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-23 14:42:54 -08:00
Qustinnus
931a32ffb3 Experi-Sci: Techweb nodes may now require you to perform "scientific" experiments (#54093)
Co-authored-by: Brett Williams <bobbahbrown@gmail.com>
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-23 13:30:24 -08:00
Timberpoes
6d8d0a415e Fixes restraint alerts doing nothing when clicked. (#57034) 2021-02-20 00:36:59 -08:00
TemporalOroboros
e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
Timberpoes
25b6d73f9b Fix oversight allowing orbiting players to force the player they're orbitting to *surrender (#56972)
Observers with auto-observe inherit the HUD of the person they're observing. This includes Alerts. Alerts can be clicked. Alerts have varying levels of snowflaked checks. Some called parent and didn't check the return value. Some perform actions direct on usr instead of owner.

All of this has been standardised. Every single screen alert now calls ..() on Click() and returns early if the parent proc call returns false.

/atom/movable/screen/alert/Click now returns some useful value to children that call it.
2021-02-18 00:46:07 -03:00
Qustinnus
e8a7bd566f Hovering your mouse over things now shows their name on the top of the screen (#56729)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-16 18:57:34 -08:00
Arkatos1
abacfdd0af Replaces Construct HUD with a generic version (#56942) 2021-02-16 15:25:57 -08:00
LemonInTheDark
5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
MrMelbert
4f7a73c3e0 Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents (#56836) 2021-02-13 00:35:29 -08:00
LemonInTheDark
f4160f26db Converts all uses of modifiers to lazy access to avoid memes in future (#56846) 2021-02-12 15:25:31 -08:00
LemonInTheDark
6947493a5f Makes n2o nontoxic, for reasons (#56839)
Counter to the original intent of the change seen here #50126, n2o will currently deal damage when used with both internal tanks and floods, as the threshold picked for it was about 0.15 moles at room temperature. Even outside this oversight, the original goal can't easily be achieved. Because breathing works off partial pressures, anything you can do with an anesthetic can you can do with an n2o flood.

Therefore I don't think it's behavior worth keeping, as even as a way to disincentivize non-antag n2o floods it would do little.
2021-02-12 05:50:05 -03:00
TJatPBnJ
e3d444eda7 right clicking on a ranged attack now calls afterattack when it's supposed to (#56829)
Makes right-click ranged attacks run afterattack, if afterattack_secondary returns SECONDARY_ATTACK_CALL_NORMAL, as it's supposed to.

Fixes #56795 and #56810
2021-02-11 17:58:39 -03:00
TJatPBnJ
27e51bc557 fixes 2 runtimes caused by holding people up with a gun (#56800)
Fixes two runtimes, one caused by status effects always expecting a return from throw_alert, and another caused by holding yourself up (which you shouldn't even be able to do). Also fixes an issue caused by multiple people holding up the same person, when one of the perpetrators stopped holding up the victim, all of the victim's related alerts disappeared.
2021-02-10 22:56:38 -05:00
Mothblocks
e1560e7299 Fix pre_attack (#56798)
Someone passed in the thing being used as the target, this broke many things. Bad moth :newspaper2:
2021-02-10 15:12:11 -08:00
Mothblocks
4846652b52 Fix jumpsuit right click (#56781)
I had accidentally tested this with a medkit in my hand (I'm a CMO on my test server).

Now correctly uses an attack_hand adjacent proc, rather than attackby.
2021-02-10 14:05:32 -08:00