Commit Graph

1967 Commits

Author SHA1 Message Date
XDTM
3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00
kevinz000
a205c4d5df fixes beam rifles opening lockers (#40043) 2018-09-02 21:32:30 -04:00
Time-Green
d0712a9741 [READY]Staff of the Locker (#39687)
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker

The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside

Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.

The sprites are codersprites, except for the locker, please forgive me
2018-08-30 20:10:26 +12:00
tralezab
9d003c09f4 DIY (#39916) 2018-08-27 06:13:49 -04:00
Garen Crownguard
291583440f screwdriver_act signal (#39877) 2018-08-27 05:56:45 -04:00
Tad Hardesty
0cc3e86bb8 Fix overcharging energy guns crashing the server (#39885) 2018-08-24 12:38:13 +03:00
kevinz000
9bac5b319d Update beam_rifle.dm (#39884) 2018-08-24 12:35:40 +03:00
XDTM
d9e691f393 [Ready] [Reviewed] Nanites 2 (#37922)
* Adds programmable nanites to robotics

* Oh yeah i might want to actually PR the files

* nanite injectors, nanite printer, nanite analyzer

* We're back

* remove some reagent stuff

* more removal

* those too

* cool icons!

* might pass travis now

* lotsa code

* tgui fixes/misc fixes

* WE'RE FUNCTIONAL BOYS

* some ui stuff

* Misc fixes, cloud update, access nanites

* activation check

* stuff

* preparing for new chamber sprite

* Physical backups, sensor nanite programs

* techweb sensor nanites

* fix

* include

* fix again

* revert

* blinding nanites

* minor change

* minor tweaks

* makes minor shocks interfere with nanites

* fix

* split trigger file into the others, for consistency

* cleanup, added mindshield nanites to techwebs

* include n all

* how'd that even happen

* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program

* cost tweaks

* better term

* new icon! by MrDoomBringer

* icons/tweaks

* tgui build

* boards

* fix

* fixes implants not updating mindshield status

* move implant hud to living

* new remote sprite

* scanner sprite

* biotype checks

* some nerfs

* new open chamber sprite

* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors

* correction

* nerfs antistun nanites

* fixes scanners and minor tweaks

* fixes revs with mindshield

* oh yeah haha

* Fixes wonky techweb

* Moves pyro program to weapon node

* Adds defib program and some investigate logging

* mistype

* fix

* fix2

* save your files before committing

* emps can desync from cloud

* pretty outdated

* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.

* UI fix

* more fix

* okay fix for real

* tested and working

* Extra Settings rework, sensor nanites vastly better

* non-unique glitches

* Public chamber, extra settings rework, new sensors, speech program

* Mute and mind control nanites

* mind control into hazard

* better description

* fixes

* fixes relay nanites

* fixes TK access

* mind control costs less

* UI update

* removed pointless code bit

* tgui build

* compiles

* dammit

* paralysis keeps victim upright

* Adds sounds to consoles

* some feedback for some subtle effects

* new chem lore

* Viral nanite customization

* fix

* tgui build

* Added mitosis nanites

* removes glitched nanites from techwebs

* Added flesh eating nanites, poison nanites, hallucination nanites

* ,

* #traviscoding

* Adds memory leak, renames nanite roam node to nanite smart

* Voice sensor + some techweb desc tweaks

* hallucination and Hear() fix

* changes signal registering to the new method

* 75% done, i think

* should be all

* more fix

* more changes

* okay should be fine now

* ninja

* inheritance

* i don't care about originality!

* line endings

* line endings 2

* maybe

* fixes program installation

* new review

* line endings?

* line endings??

* line endings???

* wait do i even use this

* fixes public nanite chamber cloud id

* maint overlay for chambers

* args doesn't work well here

* antiabuse checks

* compile tho

* fixes locked remotes

* disk renaming

* skull echo nanites

* self scan program

* Condenses a lot of sensors into a few generic but customizable versions

* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.

* forgot to save

* empty

* metastation nanite lab

* Removes duplicate APC

* fix for nanite chamber

* Raise max programs

* UI Tweaks, aggr. replication rebalance, minor fixes

* let's not do that again

* Fixes nanites meta merge conflict

* Merge conflict v2

* fuck this HDD is slow

* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.

* Adds virus symptoms that interact with nanites

* Fixes spreading nanites being more infective the more protection the victims have

* Review plus public chamber tweak

* . = ..()

* ball

* cloud

* . = ..()

* always press save all before committing

* missed a couple
2018-08-20 14:46:04 +03:00
ShizCalev
b2e02687e2 Fix guns not checking if the knife can bayonet (#39783) 2018-08-19 17:03:51 -07:00
kevinz000
433bd7f830 Add atmos link override variables to hand teleporters and portal guns (#39641)
Portals have supported atmospherics linking for a long time, just that it
defaults to off. This would allow admins to let the two things that uses basic
portals (not wormholes) enable it for portals they create.
2018-08-12 13:46:39 -07:00
Patrick Chieppe
2c8248575a Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 21:41:09 +02:00
Jordie
0d7ef3ed65 Key instead of ckey for user facing logs and ui (#39009)
* converts to using key instead of ckey for user facing logs and ui

* more key_name for airlock wires

* futureproofing check for if key changes

* --onlyckeymatch script argument and fail/success counter

* fix
2018-08-11 02:15:50 +10:00
kevinz000
5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00
cyclowns
efe3f1e9de [READY] Fusion: Prepare to Die Edition (and more) (#39499)
tweak: Fusion has been reworked to be a whole lot deadlier!

tweak: You can now use analyzers on gas mixtures holders (canisters, pipes, turfs, etc) that have undergone fusion to see the power of the fusion reaction that occurred.

balance: Several gases' fusion power and fusion's gas creation has been reworked to make its tier system more linear and less cheese-able.


Fusion, even after my rework, is still kinda lackluster in the 'risk <-> reward' department. It's pretty easy to bypass the consequences of fusion as it stands right now, so I wanted to change that. I think you can suspend your disbelief enough for the new effects. Also, there are a couple balance changes to fusion that I'll outline more below that I noticed happening and theorized could happen, so I tackled those here as well.

More specific reasoning for every change:

    Addition of nuclear particles/tesla zap

As said before, I thought fusion should be more dangerous. As to why these specifically, I chose the addition of nuclear particles because I felt like it was at least decently thematically appropriate, and had a lot of potential to look visually interesting. The sprite is pretty much just a downscaled gumball with some added fluff. They all have random colors that are chosen when created, and fire out from the fusion holder's turf in random angles and with a 1 decisecond delay. I chose tesla zaps because.. well, they're pretty cool, felt reasonable enough (an extremely powerful release of energy goes well with fusion) and they mix up the damage types caused by fusion (brute from explosion, burn from zap, tox from radiation/particles). I added TESLA_FUSION_FLAGS because the tesla zaps defaultly just ended up exploding whatever they came out of (canisters usually) and ruined the whole thing.

    BZ fusion power nerf, nitryl fusion power buff

These go hand in hand. When I first made BZ useful for fusion, I completely forgot (or maybe it just wasn't merged yet, don't remember) that xenobio started with a BZ canister. So, it was super easy to cheese high/super tier fusion by just stealing the canister from xenobio. Thus, I switched BZ's role in fusions progression to nitryl instead, which is harder to make and currently doesn't see much usefulness outside of making it for stimulum.

    Fusion analyzing, addition of analyzer_results to datum/gas_mixture

I quickly realized after my fusion rework that there wasn't any ingame way to really quantify how good a fusion reaction was, which is a mistake on my part. Now, you can analyze the power of a fusion reaction and its tier after it happens. I added analyzer_results, since reaction_results worked in a matter that didn't fit what I wanted (reset completely every react() cycle) and I didn't want to change it. analyzer_results is only ever initialized when it's actually going to be used, which currently is only for fusion.

    Overall fusion code cleanup

Pretty self-explanatory. I moved all the effects (radiation, tesla zap, etc) to one area instead of having it happen separately for every tier. Now the tiers just set variables used for those effects. Apologies if the diff is kinda hard to read.

    Changes to gases created

Low tier is now BZ/CO2, mid tier is nitryl/N2O, high tier is stimulum/pluoxium, and super tier is tritium.
Gas creation numbers are lower across the board, mostly for bz/nitryl/stim.
BZ/nitryl/stim were added in low quantities to the tiers to help with the progression of the various tiers. It didn't really make sense that before, super tier fusion gave stimulum/pluox when the only feasible way to get super tier fusion was using stimulum, and the low tier rewards were straight up useless. Tritium for super tier was chosen because I think it's the gas with the most potential of causing a massive disaster in this scenario.

    Plasma no longer counts towards gases fused

Before this change, I realized that you could just stack as much plasma as humanly possible and a minimum amount of trit to instantly get several thousand moles of BZ and potentially other gases for free. No thank you.

I'm still not 100% satisfied with fusion, so expect more PRs like this in the future.
2018-08-05 22:48:16 +12:00
Time-Green
3f8dbf2b0b Emitter gun mounts (#39367)
* different guns can be inserted into emitters

* fixes portal gun runtime

* You can now switch type through wires

* makes one line more readable

* Fixes being able to grab nodrop guns from emitters
2018-08-01 09:12:45 +02:00
MrDoomBringer
28ce687cb4 Spellcheck "cyro" -> "cryo" (#39333)
Changed "cyro" to "cryo" in a few item descriptions and flavortexts.
also includes other minor formatting changes
2018-07-25 12:54:19 -07:00
oranges
0524ddd975 Merge pull request #39325 from kevinz000/patch-550
[s] Fixes wormhole guns being infinite laser guns
2018-07-26 00:14:48 +12:00
Emmett Gaines
418ea4fa2a Fixes redirect component transfers (#39290) 2018-07-24 21:03:53 +02:00
kevinz000
ced24e328d Update wormhole.dm 2018-07-24 00:59:08 -07:00
kevinz000
b0db3dece0 Fixes performance issues 2018-07-21 12:37:59 -07:00
kevinz000
001325ae15 Update wormhole.dm (#39197) 2018-07-19 22:33:54 -04:00
kevinz000
0397cbb877 Refactors projectile pathing (gameplay change, this will make projectiles more accurate in their linetracing), hitscan light effect improvements (#38933)
cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
2018-07-20 11:32:13 +12:00
kevinz000
98380d8e11 makes facing cardinal angles a helper, removes some beam rifle shitcode (#39162)
* Update beam_rifle.dm

* angle2dir_cardinal

* Ya learn something new every day

* Precision!
2018-07-18 19:26:58 -04:00
kevinz000
6e02378758 Portal guns doesn't do anything to mobs anymore (#38886)
It is my belief that science weaponry should exist but not be "just better energy guns/whatever". Right now, portal guns are actually pretty powerful, as their random teleport can space people (especially if they have bohs), and actually does burn damage, albeit very little. I want to make scilathe weapons into useful utility things that can be weaponized if you use it right and in somewhat niche scenarios.
This PR will make wormhole projectors into more utility than combat.
2018-07-17 20:17:38 +12:00
Jordan Brown
7290ef8c65 Merge pull request #39093 from ninjanomnom/radiation-pickup
Increases some projectile's radiation damage to post refactor levels
2018-07-13 18:13:12 -04:00
ninjanomnom
7a27221673 Increases some projectile's radiation damage to post refactor levels
Forgot to adjust these during the main refactor a while back.
2018-07-12 16:40:17 -04:00
Jordan Brown
d0184129b2 Merge pull request #38982 from 81Denton/shuttle-loans
Adds a new shuttle loan event, tweaks others
2018-07-12 12:01:51 -04:00
subject217
4bbd39aadf Rebalance of L6 SAW ammo choices (#39024)
* changes cost of AP ammo from 6 to 8

* incendiary damage from 15 to 20

* AP ammo 8 TC to 9

felt that 2 extra TC per magazine was not a significant enough difference
2018-07-12 02:52:48 +03:00
AnturK
87f566585a Fixes gravgun more (#38950)
* Fixes gravgun more

* )
2018-07-10 02:32:25 -04:00
Jordan Brown
89d59840b1 Fix and optimize Dockerfile (#39019)
* Change sound double quotes to single quotes

* Remove broken guitar note bs

* Fix and optimize Dockerfile
2018-07-09 22:42:53 -04:00
Jordan Brown
96c92d5eb7 Merge pull request #38938 from ninjanomnom/b-b-bump
Converts collide back to bump and fixes double bumping in another way
2018-07-09 14:50:27 -04:00
Jordan Brown
79b681f180 Merge pull request #38964 from subject217/l6saw
Gives the L6 SAW a small amount of spread
2018-07-09 14:42:25 -04:00
Jared-Fogle
2b386e34c3 Fix russian revolvers acting like normal revolvers (#38972)
* Fix russian revolvers

* Change method
2018-07-08 20:25:01 -04:00
Denton
6bb8eb514d just bee urself 2018-07-08 09:33:13 +02:00
ninjanomnom
059da44453 Converts collide back to bump and fixes double bumping in another way
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.

turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
2018-07-07 11:22:29 -04:00
Trevor Serpas
bee0b5b2c3 Afterattack() Signal (#38606)
* adds signal and modifies each call of afterattack to call it's inherited proc

* uses new macro for sendsignal()

* map fuck

* skip precommithooks

* combine and negate 2 ifs
2018-07-07 02:00:25 -04:00
Unknown
ebd280cc47 gives it 7 spread!
Why not give the ops a 300 TC instantly obtain the disk button? Or a 300 tc mech that can't be damaged in any way except by pulse lasers?

Just because something is high commitment doesn't mean you can put it at a power level that the station cannot fucking deal with.

someone actually holds this opinion
2018-07-06 21:30:30 -07:00
vuonojenmustaturska
c2ed141f1e Fixes pulse rifles exploding structures in nullspace and that sort of thing (#38931)
* memes

* i just woke up ok
2018-07-06 12:41:21 -04:00
AnturK
5235b1481c Fixes gravity gun runtimes. 2018-07-02 13:58:15 +02:00
ShizCalev
89752866aa Merge branch 'master' into spellcheck 2018-06-26 16:43:41 -04:00
Tad Hardesty
121cbdb899 Fix runtimes when energy guns are deleted 2018-06-24 15:07:09 -07:00
kevinz000
961fbfc99a Fixes and adds blast cannons to traitor science uplink items (#38093)
rscadd: Blast cannons have been fixed and are now available for purchase by traitorous scientists for a low low price of 14TC.
rscadd: Blast cannons take the explosive power of a TTV bomb and ejects a linear projectile that will apply what the bomb would do to a certain tile at that distance to that tile. However, this will not cause breaches, or gib mobs, unless the gods (admins) so will it.
experimental: Blast cannons do not respect maxcap. (Unless the admins so will it.)
2018-06-22 11:38:29 +12:00
ShizCalev
f338f09207 Cleanup & corrections 2018-06-20 21:57:17 -04:00
YPOQ
a308cc3740 Fixes temperature/watcher blasts (#38620) 2018-06-20 17:32:47 +03:00
ShizCalev
ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
Tad Hardesty
2f8f166d88 Merge pull request #38287 from ninjanomnom/signal-define
Use a define to speed up sending signals to datums with no signals
2018-06-14 22:17:01 -07:00
81Denton
d706e52c5b Reverts #36364 (#38469) 2018-06-14 17:12:08 -04:00
ninjanomnom
d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
CitrusGender
7713aa5058 Fixes null bullets from being fired after they're deleted (#38437)
* Adds handle_atom_del check to if deleted bullets are equal to ammo type and chambered round.

* works for me

* Update _box_magazine.dm
2018-06-13 05:38:15 -04:00
81Denton
115ff7f6f1 Runtimestation tweaks (#38340)
* runtimestation tweaks, debug subtypes

* moves exposed wire to maint tunnel
2018-06-08 10:51:00 -07:00