Commit Graph

759 Commits

Author SHA1 Message Date
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
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
Rohesie
7859721611 Explosions SS runtime fix + code cleanup (#52894)
* runtime fix

* turf references are immortal
2020-08-21 21:57:29 +02:00
TiviPlus
0ab4f38605 Diagonal macro thingu (#52927) 2020-08-18 22:35:33 -03:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
Rohesie
6ff08e1c69 Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
2020-08-04 13:59:48 +12:00
Krysonism
35602ec6d0 [READY]syriniver nerfix / syringe projectile fix + various fixes requested by maintainer (#52019)
* syringe projectile fix

* greenman review

* oversight fix
2020-08-03 13:57:56 -04:00
Fikou
14725daf58 repaths neurotoxin + embedding changes in bullets + adds effects when you shoot energy weapons (#52543)
* how

* Update alien_powers.dm

* adds impact effects, makes thinks that shouldnt embed not embed

* rogue pixel moment
2020-07-30 01:33:51 -03:00
Ryll Ryll
46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Paxilmaniac
54572041bd Adds smg to replace the mosin as nuke op surplus gun. Remake of #51285 (#51314)
* github makes my brain hurt

i managed to completely fuck over the last branch

* gun inhands

please god travis dont fail

* just learn the recoil pattern like cs:go bro its not that hard

5 more spread

* wtf appveyor

capitalizes the magazine name to make appveyor run again

* those were, in fact, not the correct inhands

dont know how i fucked up the arg inhands, urg moment indeed

* Update code/modules/projectiles/boxes_magazines/external/smg.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* fixes a minor sprite fucky wucky

would have helped if i actually tested if the sprites work

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-22 16:25:39 -03:00
TemporalOroboros
e78d82592f Refactors reagent exposure code (#51396)
* Refactors reagent exposure code

Removes istype clutter. Renames a few procs

* == TRUE

Adjusts COMPONENT_NO_EXPOSE_REAGENTS bitflag offset.

TODO: Remove comment

Co-authored-by: Rohesie <rohesie@gmail.com>

* == TRUE

Adjusts COMONENT_NO_EXPOSE REAGENTS bitflag offset.

Removes comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 20:03:19 -03:00
LemonInTheDark
e5547a8f5c Supermatter variable documentation, cleanup, bugfixes. (#51345)
* Makes the supermatter file smaller.

AHAHAHAHHAHA YOU FOOL YOU HAVE FALLEN FOR MY TRAP CARD

* stable build maybe? sm cleanup begins

* The old ones knew

* lemme atomize actually

* I know how to spell ok? OK?

* braindamage

* That'll do it

* That do it?

* There we go

* Wow I should test things

* test?

* I hope that clears it

* Should fix the formatting trouble

* isolates the opening proc

* Lowercase and fixes messed up proccall
2020-06-19 18:48:06 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
MrMelbert
053add1564 animate_atom_living proc (Staff of Animation) fix (#51637)
* fix

* This is probably a better way of doing it
2020-06-16 06:07:27 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Ryll Ryll
afdce632bc Adds coupons to cargo, turns small crates into goodies (#51216)
* Adds coupons

* fixes invalid var

* fixes old var name

* test

* does this please you travis?

* is that a prize, or....

* adjusts odds

* fikou owes me $10

* neatens code per review

* corrects bouncy

* corrects some errors

* redisables price gouging on goodies
2020-06-03 21:40:39 +02:00
spessman-007
ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
Whoneedspacee
8af93a638b Icebox Station (#51090)
* there was an attempt

* adds ice moon map

adds config options for choosing mining maps

areas now have options that affect random generation on them

weather now has an option to not target indoor areas

adds base for icemoon ruins

turns many 1's into booleans

adds ice chasms

adds ztraits for weather stuff

* fixes up ice ruins to be ice moon compatible

adds lower z level to the ice moon mine

ice chasms now have a smoothed icon

megafauna only spawn in the underground portion of ice moon now

* openspace fixes

* adds new areas and underground specific ruins

* Adds the abandoned village ruin for Ice Moon

* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon

* random mining maps are no longer picked in the config

you can no longer change the mining map before setup is complete

* adds above and below ground ruin as a test

* adds debug functionality for ice moon ruins

fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas

adds multiple whitelist areas for ruin placement in a list

all underground areas are now outdoors

underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them

* adds unique spawners to icemoon to replace tendrils

adds 2 new mobs to icemoon the polar bear and wolf

adds a clothing flag for shoes that dont slip on ice

modifies mining site to be ready except for the boss

adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels

adds a no caves mineral for ice moon ruins

* wolves no longer run into lava or chasms

bears now enrage sooner

bear spawners can now actually be created

adds base for ice moon atmospherics

adds base for a new boss and achievements / score

really bad coder icon for ice boots added

* ice moon now has it's own planetary atmos! (thank god)

* new frost miner stuff

megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown

* converts a bunch of lavaland maps to be compatible with ice moon

adds tendrils from lavaland to the bottom of ice moon with the other megafauna

* updates mob drops for ice moon mobs

updates config entry default value for ice moon

updates ice moon map to have new gulag

* updates station parallax for icemoon

removes extra lavaland ported ruins

updates to demonic frost miner

adds ladder to icemoon map near station

* updates ice moon map to have the ladder inside the mining base

plant flora dont spawn on the lower z level of ice moon now

you get sand from mining rocks now

buncha demonic frost miner changes holy cow

* adds the buried library

* improves map, fixes comment

* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better

* updates ice ruin blacklist

* ice moon stop being too cold thanks

icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace

tunnel width is now not stupid

* fixes a demonic frost miner bug where orbs werent exploding after death

atmosphere temp is now correct

fixes library ruin for icemoon

polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles

reverts necropolis chest change

* Adds a new ruin: bathouse, barebones edition

* adds many new ruins

fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas

finishes the frost miner and adds loot to him

you can now force a wabbajack option

* main z level now always has gravity for ice box

* hopefully the hot springs arent the buggiest thing in the world anymore

protects areas near the station from having openspace

* icebox takes less players

fixes the ladder positioning on every icemoon map

* snowstorms now only occur on the station level

fixes some issues with the icebox z level having openspace over the lower level mining base

* Update code/datums/map_config.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/datums/ruins/lavaland.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/objects/structures/lavaland/necropolis_tendril.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/closed/minerals.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/open/chasm.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/game/turfs/open/floor/plating/asteroid.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/ruins/icemoonruin_code/hotsprings.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* fixes areas on the lust ruin

polar bears now drop a goliath plate equivalent

wolfs now drop a watcher sinew equivalent

adds snow legions

adds a crusher trophy for the demonic frost miner that prevents movement

fixes a bug with asteroid mobs where the aggro icon would never show

adds ice to the snow cave tunnel generation

* starts work on the wendigo megafauna

* replaces snowball machine gun with more miner useful content

adds gentle var for knockback to prevent stunning on hit

polar bears move slower now

new icon for phase 2 demonic miner now

* fixes lust ruin areas

fixes whitespace

fixes nesting issues

adds underground specific mobs

* name / location fixes

demonic frost miner doesnt stun on knockback now

ice demons move faster

* fixes icebox having the wrong baseturf

* adds achievement defines to the wendigo

snowstorm for the lower z level again

adds a new helper for ranged target turfs

theres now a specific subtype for rivers

fixes a bug where ice and spawners spawned with rocks and other flora on top of them

adds indestructible ice rock turf

fixes a bug with ice demons teleport distance being incorrect

adds the start of wendigos attacks

* Apply suggestions from code review

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mapping/ruins.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Fixes a dumb bug with ruins from a webedit review

The syndicate shuttle can now land on mineral turfs

* the final commit, all that im going to change after this is documentation for procs lol

makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf

* adds nice animation to wendigo scream

* small fixes

* finishes autodoccing everything i could find

* ok im done for real now

* adds anywhere ruins

does review stuff

* review stuff

* ok it removes the stuff now

* fix removal

* fixes from the git

* adds surroundings to the asteroid and lavaland sites

adds butchering gloves to wrath ruins

the lower icebox levels are no longer station levels

fixes capitals on blood drunk and frost miner boss medals

adds engineering outpost ruin by trollbreeder

adds boxstation job changes to icebox

polar bear transformation no longer has immunity to lavaland mobs

fixes ice whelp spelling mistake

* fixes engi outpost atmospherics

fixes missing plating on solar panels

changes slowdown for icemoon turfs

* fixes ruins areas so tunnels can spawn into some of them

adds lights to icebox below area

openspace turfs mine the thing below them now

* fixes wall boundings on asteroid and lavaland domes

* ur lame armhulen

* adds public mining area to icebox

adds computer vendors to icebox

* minor fixes

* fixes map type error

* removes slowdown entirely

increases ore chances

fixes openspace on main map

fixes a ton of active turfs at roundstart

modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests

tunnels are wider underground now

openspace now deletes itself if it spawns above a ruin

* improve da ruins

* tries to fix multiple atmos issues with ruins

removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag

demonic frost miner drill now automatically scans everywhere around you

fixes tunnel generation issue

makes it so randomly generated turfs inherit their no_ruins flags

Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-22 02:17:15 -07:00
necromanceranne
0eaf4ca0df Various Antagonist Handgun/Rifle changes; Stechkin, Stechkin APS, c20-r, m90gl (#50734)
* overhauls the crap out of a lot of antag guns and their ammo

* Should probably shoot an additional bullet per squeeze at this point

* nyoops

* So travis will stop yelling at me for new lines

* Should be all I need to fix for maps

* Touches up the stechkin sprite again

* Increased the fire rate and spread of the APS and the spread of the m90, added additional magazine types for the APS and added incendiary mags into the Spetznaz bundle to retain the fire theme, added phasic m90 ammo that penetrates through all surfaces but does significantly less damage available to ops for 8 tc, tided up the code for the aps a little more and also it's sprite.

* fixes some stuff

* So travis will cease screaming

* Changed how the phasic bullets work to being closer to xray beams, added additional flags to allow the bullets to pass through structures and machinery

* Update code/game/machinery/_machinery.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/game/machinery/_machinery.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/game/machinery/doors/door.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/projectiles/boxes_magazines/external/pistol.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/game/objects/structures.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* updated the gun sprites a bit more

* Hopefully this fixes the conflicts?

* Update code/game/machinery/doors/door.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* More updating, fatter stechkin sprite

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-04 06:21:14 -03:00
Iamgoofball
a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
ArcaneMusic
dc89ef0239 Turbotany version 1.2 (#50513)
* EVERYTHING. Check the changelog.

* Minor species change, spade fits on plant belt.

* Local man blind, news at 11.

* Longrange pollenation, and fixes pill composting.
2020-04-21 02:12:49 -07:00
Ryll Ryll
5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
kingofkosmos
79c5a80ca0 Visible_messages verb time tenses changed to present. 2020-03-16 14:55:25 +02:00
cacogen
c8c0685288 Replaces parent wand with wand of nothing on Donut (#49887)
* Replaces parent wand with wand of nothing on Donut

- Renames parent wand 'wand' to distinguish it from wand of nothing
- Simplifies parent wand's description to focus on the fact you shouldn't have it
- Makes parent wand delete itself when fired
- Renames parent magic projectile bolt to differentiate it from bolt of nothing

* prototype wand deletes itself on spawn

* removes snowflakey qdel of the base wand on spawn
2020-03-12 13:35:47 -04:00
LemonInTheDark
2e0a2257eb Makes the tesla gun more METAL (#49470)
* Adds fun

* Makes it hurt

* Makes mechs hit harder

* Removes stun
2020-02-29 17:28:42 +11:00
LemonInTheDark
df9d859da8 Fixes tesla bugs, makes code better (#49260)
* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays

* Mood, buffs and nerfs tesla

* Cherry-Picking

* eyyo

* back to basics

* aight

* broooooooooooooooooo

* adds else

* range

* fixes shit

* Sure

* Cleans shit up

* Fixes prob issue

* Gee I like this spooky guy

* I swear to god if prob picks just makes a list I am gonna blow a gasket
2020-02-27 12:06:52 +01:00
JJRcop
a1392847bd Remove ismovableatom macro (#9) 2020-02-17 15:03:16 +01:00
itseasytosee
31ffa4a2da Tastes like nothing (#49240) 2020-02-08 14:57:50 -05:00
nightred
49e08c89c3 Polymorph and robos work better (#49144)
* ai disconnect

* ok this one works
2020-02-04 07:28:21 +01:00
Emmett Gaines
2cf7728494 Removes the bitflag helpers (#49106) 2020-02-03 16:26:00 -05:00
nightred
5be9559eef Temperature projectiles respect insulation (#48912)
About The Pull Request

Guns, Spells, and mobs that use temperature based projectiles got an update so that the projectile must deal with insulation when applying temperature changes.
The more insulation you have the less body temperature change you will take.

This does not change how much damage you take from a projectile.

The projectiles have been updated from the temperature to be set as, to the amount of change they can do.
The old security temp gun would always set the body temp to 100 kelvin, now each shot tries to reduce your body temp by -50 kelvin before insulation. The reverse is also true for temp projectiles that heat you up.

This does mean that naked you will take more body temp loss, and in a hard suit you have almost no temp change. (hardsuits do protect you from space cold so this follows)

edit: this does not touch cryo sting, that uses frost oil.
Why It's Good For The Game

Better handling of temperature shots.
Insulation matters in combat.
Cold blooded creatures are better off with good insulation.
Changelog

🆑
balance: Temperature based projectiles respect insulation
/🆑
2020-01-23 13:21:25 +13:00