* Feex (#55144)
For whatever reason we hardcoded the health value for drills at 200 brute damage before they can gib. 200 brute damage was picked as it was double the max health of /mob/living/carbon/whatever and double the max health was like, the cap on brute damage when someone is really, really, really, really dead.
Enter simplemobs. Their max health is regularly under 100, which means a hardcoded value of 200 brute damage to trigger gibbing effects is bad. Not that it matters anyway, because simplemobs also brute damage cap at maxHealth instead of maxHealth * 2 so the only simplemobs that could be gibbed by mech drills are those with 200 or more health.
This has been changed. Simplemobs now cap out at maxHealth * 2 damage, in line with all other /mob/living while drill code has been changed to check for maxHealth * 2 when gibbing instead of a hardcoded 200.
* Fixes issue with mecha drills failing to gib most simplemobs.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.
Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.
Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.
This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
* Humans have more complicated body temperatures
Co-authored-by: NightRed <nightred@gmail.com>
* Fixes#55112 - Swapping items no longer eats things (#55122)
Quick swapping items no longer hides them in the mobs contents
* Fixes#55112 - Swapping items no longer eats things
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* make sure slowdown effects get removed when items are unequipped (#54947)
* Make sure slowdown effects get removed when items are unequipped from a mob
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
* Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
* Moves grown food to newfood
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Reload verbs when the client goes into a new mob (#55106)
Try this experiment at home:
1.Ctrl shift click your ghost
2.Notice that you still have the Ghost tabs, and you don't see OOC > Ghost, uh oh.
This happens for more than ctrl-shift-clicking, it happens a lot with event mobs.
This reloads verbs on /mob/Login, aka when the client goes into a new mob (or when they reconnect).
* Reload verbs when the client goes into a new mob
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Hygienebots de/construct and behave like the other simplebots. (#55089)
Adds simple deconstruct steps to the hygiene bot assembly, as well as adds a simple crafting menu option to craft one.
Also, corrects an issue with hygienebots not needing to be opened in order to be emagged. They now need to be emagged to be opened with a screwdriver, then emag the open panel in order to emag the robot, just like every other robot.
* Hygienebots de/construct and behave like the other simplebots.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Makes it so living crate creatures can pass plastic flaps as god intended. (#55088)
* Makes it so living crate creatures can pass plastic flaps as god intended.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes and a little cleanup.
* False by default.
* Apply suggestions from code review
Co-authored-by: Azarak <azarak10@gmail.com>
* Modularization and comments.
* #include
Co-authored-by: Azarak <azarak10@gmail.com>
* Fixing the arena shuttle being unbuyable if medals are disabled. (#55066)
Fixed the arena shuttle not being unlockable if medals are disabled.
* Fixing the arena shuttle not being unlockable if medals are disabled.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fix nearsighted glasses being able to be neutered with quick swap (#54916)
You can no longer quick swap another pair of glasses with nearsighted to see perfectly.
Currently you can:
Choose nearsighted
Quick swap to another pair of glasses
See perfectly
This wasn't fixed by Shaps' changes since those call dropped, which do not run through unequip code.
I know one of you is abusing this, show yourself!
* Fix nearsighted glasses being able to be neutered with quick swap
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Fixing addictions not going away on no-metabolism trait gain. (#54797)
Also addiction_list is null by default, considering the wide majority of reagent holders don't even get addicted to stuff.
* Fixing addictions not going away on no-metabolism trait gain.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fix Xenomorphs not being able to generate plasma for their abilities. (#55051)
Fixes#55006#54632 added some code to handle organ processing, including a big ol' global list which defines the organ processing order.
Downside to this is that it didn't take account of 5 year old Xenomorph code where the organ slots weren't defines. As a result, `/mob/living/carbon/proc/handle_organs()` would never call the `on_life()` for Xeno organs as they weren't in the big ol' global list.
I created defines for Xeno organs, added them to the global list and updated the organs with the new defines. As a result, Xeno plasma vessels now have their `on_life()` proc fired once again and generate plasma.
In local testing I was generating the expected amount of plasma on and off weeds and was able to successfully evolve up to a Queen.
* Fix Xenomorphs not being able to generate plasma for their abilities.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#54710)
Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.
Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.
Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.
Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.
If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.
Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.
Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.
* Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments
Co-authored-by: XDTM <heliumt@yahoo.it>
* Webedit fixing "you cant put stuff in someone's hand with stripping menu" (#55029)
* Fixing "you cant put stuff in someone's hand with stripping menu"
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Gulag teleporter now gives plasprisoners with nonstandard gloves a free pair (#54993)
* in memory of pax
* account for failure to equip
* adds qdel on fail to proc
* Gulag teleporter now gives plasprisoners with nonstandard gloves a free pair
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Logs pockets, updates some shitty stripping verbage (#55027)
Two things at hand here.
A: Pockets were not logged at all. I hate god.
B: I'm using log_message here because it gives me the freedom to be more grammatically correct. Please attack my spelling and offer suggestions of other mob strip panel things to log in the comments
B.5: I updated stripping to use log_message for the same reasons.
* Logs pockets, updates some shitty stripping verbage
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* moves misc food to newfood code (#54788)
misc food is now using newfood code
* moves misc food to newfood code
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* makes wendigo screech use its name in one attack text (#55016)
* makes wendigo screech use its name in one attack text
* Update wendigo.dm
* makes wendigo screech use its name in one attack text
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922)
* Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Snail Shells are now properly deleted on gib. (#54968)
Snail shells, when gibbed, were previously dropping along with the rest of the snail's organs/equipment/etc.
This was causing issues, as the snailshell has the nodrop trait, and was getting permanently getting stuck to non-snails hands, unable to be removed forever.
This adds behavior to empty and then delete the snail shell's when dropped, and keeping people from getting 2 "snailhands" for all eternity.
* Snail Shells are now properly deleted on gib.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Admins can now see chronological order of events in logging tabs. (#54939)
* Admins can now see chronological order of events in logging tabs.
Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
* Add tail entwining
I think this feature could really assist some of our manuel players in
roleplaying the true depth of their commitments to each other.
Also lepi said they would let me pat their head if I added this so I
have no choice really
* Add tail entwining
* Update living.dm
* Update living.dm
* Update living.dm
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Azarak <azarak10@gmail.com>
* Reverts metabolism on stomachs, keep them as important to eating (#54632)
* [ready] Reverts metabolism on stomachs, keep them as important to eating
* Merge branch 'master' into upstream-merge-54632
* Update food_reagents.dm
* Update alcohol_reagents.dm
Co-authored-by: NightRed <nightred@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Delete extra copy_to (#54912)
Extra call to client.prefs.copy_to caused all characters to be set up as if they had latejoined, whether or not they had. Since no points are awarded for latejoining as hardcore random, no hardcore random characters received points.
Co-authored-by: UnderARock <UnderARock@ notarealemail.com>
(Lemons note: Due to a missed change in #50558, it was open at around the same time as floyds hardcore pr, I'd bet they got merged at about the same time, and were improperly merged. Good catch.)
* Fixes roundstart hardcore random characters not receiving points for survival.
Co-authored-by: UnderAGeode <37090242+UnderAGeode@users.noreply.github.com>
* Butchering mobs will now drop their embedded objects. (#54934)
Fixes#54835. Prevents monkeys from taking your embedded throwing spears and ninja stars to the grave.
* Butchering mobs will now drop their embedded objects.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Old Medibot should now heal things besides brute (#54907)
Old medibot had a heal_threshold of 0, so all the heal_threshold checks will always evaluate to TRUE, so the medbots always get stuck in brute healing.
* Old Medibot should now heal things besides brute
Co-authored-by: prodirus <44090982+prodirus@users.noreply.github.com>
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)
The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
Fixes greyscale floor tiles voiding materials when splitting the stack.
Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
Fixes greyscale tile flooring being created with the wrong amount of materials.
Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
* Fixes a few bugs with greyscale stacks.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Fixes mob_holders not going into storage (#54837)
#53305 made it so clothing objects without an icon_state on initialize were given ABSTRACT flags.
unfortunately for mob_holder objs, they gained their icon after that step of initialization.
this PR just moves the parent call to after the icon_state is updated, preventing them from incorrectly gaining the abstract flag.
Fixes#53872
* Fixes mob_holders not going into storage
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixing armsy del ref issue and invincibility (#54879)
On the second iteration of the for/var loop found on `Initialize()` the `front` variable of the second link of the armsy worm (the one just before the head) is set to `null` because `next` is also `null`. That said, the second link will fail to soft delete because it's still referenced in the `back` variable of the first link since the `front.back = null` line on `Destroy()` can't reached.
Also the code was formulated in a byzantine way.
* Fixing armsy del ref issue and invincibility
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Removes duplicate flyperson organ assignments (#54897)
mutantliver and mutantstomach were set twice for the flyperson race; this is no longer the case.
Also, I moved the place where mutanttongue is set for the flyperson race down to where the other mutant organ variables are set for them.
* removes duplicate flyperson organ assignments
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Borgs synced to an AI using Doomsday will have their lights force-set to red and enabled to at least level 1 (#54677)
* Borgs synced to an AI using Doomsday will have their lights force-set to red and enabled to at least level 1
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Fix royal alien pixel offset, change getter to variable (#54706)
Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)
Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.
Also corrected a few random things that weren't using base pixels but should have been.
* Fix royal alien pixel offset, change getter to variable
* Update pixel_shift.dm
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>