Commit Graph

437 Commits

Author SHA1 Message Date
Firecage
8dab2c9c34 Changes the names of Circuit Boards so they are easier on players. (#22688) 2017-01-04 17:20:53 -05:00
Kyle Spier-Swenson
bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
Joan Lung
a2ef2745fe Fixes emitter unsecuring 2016-12-30 16:06:25 -05:00
Joan Lung
a9d05c09f2 Applies construction defines and default_unfasten_wrench() to some singularity machinery 2016-12-25 10:28:35 -05:00
XDTM
7d1a67d0c8 Abductor tools and tool sound refactor. (#22125)
* Everything in the PR

* I'm taking that as a yes
2016-12-14 18:09:41 +13:00
Cheridan
2dd1a87345 Merge pull request #22083 from ChangelingRain/multiplierspeed
Refactors toolspeed to be a multiplier instead of a divisor
2016-12-10 19:22:44 -06:00
oranges
07e5b972a9 Merge pull request #22065 from lzimann/patch-15
Changes investigate log color for PA on/off
2016-12-10 15:08:47 +13:00
Joan Lung
43ce2667f4 Merge branch 'master' of https://github.com/tgstation/tgstation into multiplierspeed 2016-12-09 18:03:43 -05:00
Joan Lung
a3be7a9226 Refactors toolspeed to be a multiplier instead of a divisor 2016-12-09 16:55:51 -05:00
Leo
249c067c28 Changes investigate log color for PA on/off 2016-12-08 22:46:57 -02:00
Mervill
417c50efa2 These comments where removed by me.exe, just now 2016-12-08 01:48:46 -08:00
Mervill
01d4232570 Remove slash from end of type refs/defs 2016-11-30 19:23:15 -08:00
Mervill
70256e9f8a Removes some stale comments (#21700)
* Stale comments and some redundant string interpolation
2016-11-24 13:27:41 -06:00
Joan Lung
1a26cf9aa5 Ratvar will now proselytize stuff that happens to be in space (#21340)
* Ratvar will now proselytize stuff that happens to be in space

* do you hear ratvar singing

* no narsie in ooc

* "

* don't need that

* heir

* bigger stronger more filled with brass
2016-11-04 09:06:57 +01:00
Cyberboss
447c44e1b9 Simplify further 2016-10-21 22:36:35 -04:00
Cyberboss
8ebc86a3a2 Fixes #11347 2016-10-21 17:05:16 -04:00
Cheridan
7f6f300587 Merge pull request #21036 from phil235/hugbox
Some nerfs to clothes & item damage
2016-10-19 12:15:35 -05:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
phil235
30ca862473 Fixes hardsuit not having 300hp (I gave it to the helmet, but had forgotten about the suit itself)
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.
2016-10-17 22:51:57 +02:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
phil235
194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
phil235
443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Cheridan
94bb371f30 Merge pull request #20402 from ChangelingRain/iwasabillionlittlepiecestilyoupulledmeintofocusastronomyinreverseitwasmewhowasdiscovered
Makes cult structures destructible and readds them
2016-09-10 11:43:59 -05:00
Joan Lung
d9e96145a4 Makes cult structures destructible and readds them 2016-09-08 09:54:01 -04:00
Joan Lung
6863867b0e The supermatter will no longer irradiate mobs on other zlevels when it explodes. (#20356)
* The supermatter will no longer irradiate mobs on other zlevels when it explodes.
Not if, when.

* ENTIRE OTHER ZLEVELS

* not like it fails
2016-09-08 11:35:16 +02:00
Joan Lung
8015693e14 Being in front of the particle accelerator is now actually dangerous 2016-08-26 15:29:54 -04:00
Shadowlight213
7e09f1bc77 Removes SMES power failure.
changes exception system to use critical_machine variable on machines.
Tcomms machines and the AI have their areas exempted.
If the PA is assembled, engineering is exempted.
2016-08-22 19:24:59 -07:00
Joan Lung
f8a2021a49 it took me five seconds to realize what you meant fuck off 2016-08-15 18:28:03 -04:00
Joan Lung
0ad2a3c4df Containment fields can no longer contain megafauna 2016-08-15 18:02:22 -04:00
Joan Lung
992c0debbd Megafauna now have some innate light (#19632)
* Megafauna now have some innate light

* is the byond ref on this correct with it saying the default value is 0
let's find out
2016-08-02 17:08:51 -05:00
Joan Lung
a3d257d778 Nar-Sie now calls the shuttle with a shorter timer (#19548) 2016-07-29 09:17:31 -05:00
Joan Lung
1299758f4a Fixes the singularity every potentially eating itself (#19424) 2016-07-23 14:27:59 +12:00
coiax
c23c4ab5eb Adds macros for common admin messages (#19070) 2016-07-04 14:04:20 +12:00
Kyle Spier-Swenson
0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Remie Richards
b3b60b187b Manual repair of some edge cases. 2016-06-11 23:11:54 +01:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Nerd Lord
f3fa0c3f38 is this a turf 2016-06-04 21:56:10 -04:00
Nerd Lord
9405446e08 important check 2016-06-04 11:20:59 -04:00
Nerd Lord
c51b1503ac clockwork windoors 2016-06-04 10:27:27 -04:00
Razharas
9fdae2fe4e Merge pull request #17576 from LatD/Research
[Ready for test/merge] R&D level remake
2016-06-02 18:41:43 +03:00
hornygranny
8ee1975b1b fixes singularity expanding and eating containment 2016-05-30 19:51:30 -07:00
LatD
d89eb178c6 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-30 18:33:55 +03:00
oranges
444748190a Merge pull request #17991 from coiax/fix-17990
Ghost sword orbits on button click, added URL, POI
2016-05-30 10:55:18 +12:00
Joan Lung
04f45cfe14 Merge pull request #17922 from Xhuis/momentous_face
Clockwork Cult Patch I
2016-05-28 15:58:16 -04:00
Xhuis
8d45a990b3 Some more changes that I can't remember 2016-05-28 11:59:26 -04:00