Commit Graph

792 Commits

Author SHA1 Message Date
tralezab
ea57e3f960 Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882) 2021-05-09 16:49:59 -07:00
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
Fikou
b17b55aae8 Full Auto Update: no crit firing, no spamclicking, more autofire, more balance (#58595) 2021-04-22 15:59:23 -07:00
necromanceranne
051a00b4c9 Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#58114) 2021-04-17 08:44:20 -07:00
KathrinBailey
9deb7102c7 Cleans up bullets to use subtypes for ammo variations (#57846)
We have a bunch of bullets across the code that are pewpewmm_ap and powpowmm/ap
This switches it to the latter for consistency.
2021-04-12 11:51:13 -04:00
Fox McCloud
59e1e79d61 Implements Plant Biotype (#57108)
Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.

This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game

There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog

cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl
2021-03-26 10:03:43 +13:00
NamelessFairy
a8a6625714 Additional CTF maps (#57230)
This pull request adds a map loader as well as new maps to CTF. When a game starts a CTF map will be selected at random and will be playable by ghosts.

As well as this new functionality CTF now fully supports 4 teams. A green and yellow team have been added complete with both standard and instagib gear.

At current five maps are planned:
Classic - the original map we all know and love
Four Side - A four team CTF map where all teams compete over one flag
Downtown - Terrestrial city themed map
Limbo - Wizard themed map featuring portals and uses KOTH rather than CTF
Cruiser - Space themed map utilizing the powerup system

Random maps are selected on game load
Support for four teams added

Why It's Good For The Game

CTF has been more or less the same on the surface since its creation. This PR allows for some much needed map variety which will increase replay value. CTF is far more regularly played then mafia due to its fast rounds and common use during round end delays and I believe that it deserves a boost in content.
Changelog

cl
add: CTF can now selects a random map at game start
add: CTF now supports four teams
add: Gear for yellow and green CTF teams has been added
add: CTF ID cards for all 4 teams have been added - courtesy of maxymax13
add: a new CTF map, Four Side has been added
add: a new CTF map, Downtown has been added
add: a new KOTH map, Limbo has been added
add: a new CTF map, Cruiser has been added
fix: KOTH capture points retain their sprites after being claimed
/cl
2021-03-26 10:01:43 +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
necromanceranne
bacf80e858 Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier (#57687)
* Replaces 9x19mm with 9mm, makes the PP-95 use a damage multiplier instead.

* forgot the define

* actually if this is .35 it's 10 shots again so let's do that instead wow a .1 difference DOES matter fuck our health system
2021-03-16 22:14:52 -04:00
TiviPlus
f0cf7ea5ac Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#57566) 2021-03-11 02:26:21 -08:00
Thalpy
13f9934ed4 Fixes the randomly failing unit test that sometimes happens. (#57266) 2021-03-01 13:57:20 -08:00
Mothblocks
0de523f853 Move the curse hand's visual effects out of Destroy (#57271) 2021-02-28 13:48:15 +01:00
Thalpy
5bfab4a84b Fermichem 2.4 - C2 medicine recipe adaptations and atunements to the new mechanics (#57104)
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-27 14:10:53 -08:00
Fikou
eea0599511 moves gun related icons to guns folder (#57077)
moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd
2021-02-21 13:58:33 -05:00
Tlaltecuhtli
152fd762a1 improves fire extinguisher code, and makes fire extinguisher water go through machinery, lockers, and crates (#57004) 2021-02-21 03:31:51 -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
Kylerace
45ccba3809 replaces all instances of ammo_casing/BB to loaded_projectile again without crashing this time (#56989) 2021-02-18 02:50:56 -03:00
tralezab
e09101cb4b Pirates are split into three different ghastly crews! (#56264)
Co-authored-by: DeAndre <robustness13@hotmail.com>
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-14 16:55:37 -08:00
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
Tlaltecuhtli
2bbf5dd298 breaching missiles breach windows and rwindows (#56858)
Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-12 15:18:48 -08:00
Sparkezel
f8044754eb Refactors sharpness to use a bitfield (#56817)
Refactors sharpness to use bitfield instead of bitflags in case someone wants to add more types of sharp things, or unique behaviour with them
2021-02-11 15:53:29 -03:00
Mothblocks
a1046d8e37 Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.

Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
2021-02-11 15:45:18 -03:00
Ryll Ryll
293c9a4add You can now remove embedded objects directly with a hemostat (#56637) 2021-02-05 01:08:19 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
NotRanged
ec83d8a2ec Makes emitters hitscan (#56579) 2021-02-03 13:33:57 -08:00
Sparkezel
3c9913b12c The day has come gamers, the mosin nerf/rework (#56319)
* THE NERF

* fixes a dumb mistake

* Sanity check and second thoughts

* mosin jamming

* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG

* adds maint kit to russian surplus, second try at fixing

* everything is fixed now :)

* finishing touches

* Last fix?

* fix

* fix var names

* a new sound and few more fixes

* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked

* Bolt_locked is true when bolt is open 😂

* added a clamp just in case

Co-authored-by: Sparkezel <1haslo4@gmail.com>
2021-01-25 01:58:50 -08:00
dragomagol
f837ce4397 Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.

Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
2021-01-22 21:38:35 +02:00
silicons
40609a2a8e [s] fixes damage multiplicative exploit with foam darts (#56250)
## About The Pull Request

fixes a pretty bad exploit with foam darts

## Why It's Good For The Game

- Modify a dart with a pen, giving it 5 damage
- Target someone's mouth (or a monkeyman)
- Fire
- Firing sequence for handle_suicide multiplies damage by 5 on the projectile instance
- Dropped projectile has 25
- Repeat 1 more time for 125 instacrit dart, or another time after that for 600 instakill dart

all discovery credits go to @necromanceranne, this was brought to my attention
2021-01-19 21:06:29 -05:00
Ryll Ryll
6d186482ef Adds Rocket Backblast (#55681)
This PR adds the backblast element, which when attached to a gun, creates giant plumes of fire when said gun is fired. The PM9 rocket launcher that nuke ops can buy kinda sucks and even a direct hit with the standard rockets loaded isn't enough to guarantee a one-hit crit on a direct hit against an armored opponent, which sucks for how much you pay for it. In that vein, I've also buffed the standard rockets a bit, they now do 50 brute up from 30 on a direct hit, and they create flames on their explosion.

Also makes a tweak to /proc/get_turf_in_angle(), since tile coordinates start at 1,1 instead of 0,0 that proc is now clamped to min 1,1 rather than 0,0
2021-01-09 23:27:03 -08:00
81Denton
87ed72d449 Merge pull request #55758 from InvalidArgument3/slugbuff
increases shotgun slug damage
2020-12-31 02:08:51 +01:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
Invalid
3fd678a2ae changes the shotgun slug's damage to its previous value of 30 2020-12-26 13:54:18 -06:00
EdgeLordExe
ab3c0e0332 [Fuck Shotties] Makes shotguns specialist weaponry. (#55663)
Shotgun slugs can no longer be made in an autolathe.
    Buckshot rounds can no longer be made in an autolathe.
    Frag12 rounds deal less direct damage, since they fucking explode.
    Pulse shot rounds deal less damage.
    Increased the cooldown on riot shotguns.
    Removed buckshot rounds from all maps.
    Combat shotguns start with beanbags.

Why It's Good For The Game

Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
2020-12-26 09:37:47 +13:00
Timberpoes
6e277b5b4a Syringe gun and rapid fire syringe gun nerfs, uplink reagent gun buffs. (#55642)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-22 17:31:20 -08:00
Time-Green
3508fa5d63 Fixes magic locker sprite being weird (#55589)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-19 13:20:18 -08:00
tralezab
ade6d47ed1 Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:

sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
2020-12-18 13:52:55 -08:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
NightRed
fb51b24d21 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.
2020-11-24 22:37:36 -08:00
Ryll Ryll
1f1bddfe4f Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#54994)
Projectiles are assigned the ability to try embedding by the presence of a shrapnel_type variable being set on them, whether or not they actually have a set of embedding stats in their embedding var. By default, children of /obj/projectile/bullet have a shrapnel type set to a generic embedded bullet item, including things like foam darts and lollypop projectiles which shouldn't be able to embed (and certainly not embed as a bullet). While they had their embedding vars set to null, they still had their shrapnel_type set to the embedded bullet type, meaning shooting a person with a dart gun or whatever would leave a failed shrapnel item on the ground where they weren't supposed to.

This fixes that by requiring both a defined shrapnel_type AND a defined embedding var for the embedding stats. Any projectiles without both won't be able to try embedding. I also manually put 'shrapnel_type = null' on any bullet subtypes with embedding = null just to be safe and for consistency.
2020-11-23 19:35:04 -08:00
Jared-Fogle
477d97647e Move death(), gib(), and dust() from /mob to /mob/living (#54810)
These have no reason to exist on /mob, where they noop for any nonliving.
2020-11-08 10:32:04 -05:00
necromanceranne
f3fdb19c60 Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.
2020-11-06 22:45:20 -08:00
Timberpoes
497f4498a9 Fixes various shapeshifting-related runtimes and interactions (#54663) 2020-10-29 18:30:10 -03:00
Rohesie
af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
TiviPlus
ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Ghilker
5543c6db46 crystal invasion balancing and fixes (Now with extra rework!) (#53399)
Refractored code so that the more_portals() proc gets called by the event instead of a CALLBACK
Balanced mobs spawn from portal and how much damage they deal
Fixed grammar stuff on crystal consume announcement
Ligthing aoe projectile now have a no_stun version for the boss rank
Lowered time needed to use the crystal stabilizer to 7 second total
Crystal mobs have TRAIT_TESLA_SHOCKIMMUNE to prevent boss from hurting himself and the other crystal mobs
Added check at start of event for presence of the supermatter crystal

New: Revamped event a bit, now instead of random portal appearing a random, there will be from 2 to 5 main portals and around those 6 more portals will appear; after that centcomm will announce the position of those new portals. Now the players will have to close those main portals before being able to stabilize the crystal because there will be a shield around it powered by those portals. Everything else will be the same (like how to close the portals and stabilize the crystal)
2020-09-07 16:52:10 -03:00
Shirbu
53df2b2fe6 Reduces the light range of all beam (lasers, disablers, emitter shots) projectiles (#53328) 2020-09-07 16:48:32 -03:00
TiviPlus
ce3d7e2f0d Mecha refactor 2020 (#52902)
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
2020-08-29 23:33:47 -03:00
Ryll Ryll
93cb4cddc4 Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list

-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse

Also as a minor note

Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly
2020-08-26 17:22:59 -07:00