Commit Graph

2115 Commits

Author SHA1 Message Date
Timberpoes a8f683c672 Fixes BRPED/rigged cell exploit and allows it to booby trap BRPEDs instead (#55447)
BRPEDs can teleport rigged power cells. Through cameras. These rigged power cells will then pretty much immediately explode. This is a tad imbalanced.

Behaviour modified. Attempting to use a BRPED on a machine and having it attempt to swap over a rigged cell will cause the rigged cell to immediately go to maximum charge and explode.

Adds some logging to accompany it.
Why It's Good For The Game

Blowing things up from across the cosmos is bad.

Rigging BRPEDs to be able to explode when some poor sucker uses it to change over a power cell is cool.
2020-12-29 14:55:48 +13:00
Gamer025 c3bb60501f Add Designs Unit Test (#55760) 2020-12-28 12:33:06 -08:00
Gamer025 6dcaf3d9dc Fix broken entries in sec techfab (#55739)
* Fix broken entries in sec techfab

* Fix techfab node reference
2020-12-26 23:59:41 -08:00
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
Ryll Ryll 161c734e11 [READY] Refactors riding (#54778) 2020-12-24 02:17:29 -08:00
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
TemporalOroboros 863977e5fa Makes reagent updates more event based, also makes plasma boil properly. (#54790)
Converts most on_reagent_change calls to signals.
Converts on_reagent_change to a signal handler.
Expands the reagent exposure signals
Add a setter proc and signal for reagent temperature
Fixes adjust_thermal_energy not sending a temperature change event
Makes min_temp and max_temp actually do something with adjust_thermal_energy
2020-12-22 19:20:00 -03:00
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
TemporalOroboros 1714a98b47 Gives spoons TOOL_MINING, adds spoons to autolathe and prison vending machines (#55461) 2020-12-14 00:22:15 -08:00
Qustinnus c6570b3671 [READY] Kitchen Rework part 1: I just want to griddle! (#55319)
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.

Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!

In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
2020-12-13 16:54:15 -08:00
Qustinnus f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Timberpoes 5d6e6e81ab Extends the IC chat filter to be checked in two major renaming procs (#55217)
About The Pull Request

Honestly, I'm not sure this is the... Correct solution? But people more familiar with this will likely show me da wae.

Prohibits creating names that can't actually be spoken in-character due to chat filters by adding CHAT_FILTER_CHECKs to the procs that handle sanitising them.

For admin-utilised renaming procs, they'll be given a simple alert box to warn them their chosen name contains words prohibited by the IC chat filter and be allowed to confirm or cancel out.
Why It's Good For The Game

If you can't speak the name IC, chances are the name shouldn't be allowed at all. Players may occasionally be forced to ahelp certain names because they contain words prohibited in chat filters.
2020-12-03 09:07:11 +13:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Jared-Fogle 3c7e7f1f21 Fix the implosion compressor runtiming when the bomb is too weak (#55231)
Previously, the implosion compressor would runtime when the bomb was too weak due to a badly ordered QDEL_NULL. Now, it properly returns the message.
2020-11-30 12:12:47 -05:00
Ryll Ryll 1b9777df1f Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
2020-11-28 07:44:28 -03:00
Arkatos1 ead0e859db Merge type variable fixes and unit test (#55173)
This PR fixes a case where certain materials caused issues when working with stacking machines, because they did not have set merge_type from the get go, which meant that initial() of that variable returned null.

To clarify further - if /obj/item/stack does not have set merge_type, it is generated merge_type upon Initialize(), which is the same as its typepath. For example, currently /obj/item/stack/sheet/bluespace_crystal does not have any merge_type set, and it is given merge_type = /obj/item/stack/sheet/bluespace_crystal upon Initialize(). Each Initialize(). Again and again.

There are quite a bit of these cases in the codebase, especially if its some older code. I have gone through them and set all of them their set merge_type, which they would inevitably receive anyway upon initializing and it fixes a bug mentioned above.

To prevent this happening again, I have also included unit test to check if merge types are set for stacks, included exceptions are usually abstract paths like /obj/item/stack/sheet/mineral, which contains zero behavior on its own and does not spawn unless done via admin tools.
2020-11-26 21:05:52 -05:00
Coffee 4e243c626e Fixes forced speech nanite oversight (#55164)
All of the stunning emotes were blacklisted from the forced speech program. However, *faint was not added this to the list, and this is an oversight. This is a simple one line fix to add it to the blacklist.
2020-11-26 14:40:22 +00:00
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
ArcaneDefence 0940ea6a70 This makes me sad (#55007) 2020-11-24 18:17:56 +08:00
XDTM 027aa228d5 Adds 'off' icons for nanite machinery (#54902)
* Adds 'off' icons for nanite machinery

* overlays

* overlays II
2020-11-21 17:29:20 -08:00
Ghom 27d0e32b47 minor material_container args/vars refactor and Mk-honk shoes peeve. (#54863)
My original intention was just fixing an issue with the Mk-honk banana shoes but, considering I didn't want to add two new variables to a component with already lot of args and lengthy AddComponent() calls in term of text, I had to merge some TRUE/FALSE variable/args into the breakdown_flags bitfield (now named mat_container_flags) in the process.
2020-11-21 04:37:07 -03:00
XDTM 03de3dfb07 Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#54710)
Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.

    Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
    Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
    Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
    S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.

Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.

Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.

If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.

Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.

Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.
2020-11-20 12:07:20 -08:00
Ghilker f8581a636a Hypertorus Fusion Machinery (#54379)
This PR removes fusion from reactions.dm and add the Hypertorus machine and its new and improved fusion reaction (results may vary).

Fusion is one of the most costly reactions from the atmos system, is one of the most complex and yet most simple ones; this will move fusion inside a buildable machine and it will allow a degree of complexity that can't be done inside react()
2020-11-18 15:44:39 +02:00
NightRed 5be988ff9e Reverts metabolism on stomachs, keep them as important to eating (#54632) 2020-11-13 19:28:55 -08:00
Gogo9001 7619716769 Removes yellow slime core plasma reaction, part 2 (#54569)
* Removes yellow slime core plasma reaction, part 2
* Update slime_extracts.dm
2020-11-10 23:14:59 +00:00
TemporalOroboros 4b4363be15 Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
2020-11-10 14:13:01 -03:00
TiviPlus 9fb0c73f63 Grep for proc(var/bad) (#54848) 2020-11-09 08:44:35 -03:00
TemporalOroboros edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
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
skoglol 20a12ba140 Fixes tech capitalization (#54772) 2020-11-06 12:53:21 -05:00
XDTM 8cc691d43e More nanite logging (#54792) 2020-11-05 23:56:52 -08:00
XDTM fcec27019b Fixes infective nanite programs not syncing cloud id (#54793)
## About The Pull Request

I have always meant to have infective programs copy over every property of the infector nanites, and i've only recently noticed from some log diving that this wasn't the case, and cloud IDs were defaulting to 0 (unsynced).
I probably never updated it since i made cloud nanites the default, assuming that the AddComponent handled it on its own.
Since an unsynced cloud ID causes constant software errors, this makes the infective programs much less useful than they're meant to be.

**Note: I'd also love to make the infectee's cloud ID a customizable parameter to allow for a wider range of possible uses, but avoided doing so to not violate the feature freeze. I'd gladly add that part if a maintainer gives the ok.**

## Why It's Good For The Game

Makes Viral Replica not obligatory for anyone who wants to use a spreading nanite program. Without it, the cloud IDs of infectees are defaulted to 0, causing degenerative software errors due to lack of cloud sync, which are likely to ruin any gimmick that involves infecting unsuspecting victims.
2020-11-05 12:36:35 -05:00
Winter Flare f2e6fa022d Service Protolathe Changes (#54697)
About The Pull Request

Moves Light Replacer to Equipment Tab
Adds Trash Bag as a printable item (Plastic, Service Lathe)
Adds Paint Remover as printable item (Needs Advanced Sanitation)
Fix: Allows you to print broom in Service Lathe
Why It's Good For The Game

Tiny Fix and QoL improvement for janitors. You can now get all of the items you (generally) need from advanced sanitation in a single tab. In addition to that, it gives a janitor who's lost his paint cleaner a way to get more. You can now get it by asking a chemist for help, -or- from the cargo order.
2020-11-03 05:31:14 +01:00
XDTM b415ed1eee Cleans up suit/nanite sensor code a bit (#54670)
* Cleans up suit/nanite sensor code

* linted
2020-11-03 01:31:08 +08:00
XDTM c9f9f2ed36 Fixes nanite comm remotes (#54511) 2020-10-31 20:31:02 +08:00
Jared-Fogle aa67078153 Completely replace Travis and AppVeyor with GitHub Actions (#54668)
* Completely replace Travis and AppVeyor with GitHub Actions

* Use CLEAN and SINGLE_COMMIT
2020-10-30 09:44:11 +08:00
Rohesie c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
ArcaneMusic 7eba7c4930 Arconomy: Civilian Bounty Redux and full replacement of cargo bounties. (#54029)
Alright, this is a functional rework for civilian bounties, which should serve a few purposes:

Cargo has a reason to actually keep working and stay within cargo.
Makes cargo bounties far more integrated into the round as opposed to being a static list of soft goals, being personalized to those who would actually do a bounty for the station.
Still make civilian bounties the prime, sirloin steak method for regular crew to make money.
So here's the 4-11:
Static cargo bounties have been removed, in favor of the new system of civilian bounties. That means that both the bounties app and the bounty console have been removed.

Civilian bounties have been buffed. They are no longer affected by inflation, but when your bounty is completed, you will recieve a "bounty cube". To receive the cash you would have received for the bounty (10% of the civilian bounty), that bounty cube must be shipped off the cargo shuttle, and using the magic of the price tag component, you make your cut, and cargo makes their 90%, ensuring that you'll actually see your money (for once!).

Civilian bounties are now independent of department budgets, in preparation for departmental purchases, so now you can more freely benefit from doing civilian bounties to buy things! (See #53881)

Non-mining cargo department crew now have fully randomized bounties, to give them stationwide goals for bounty hunting.

As an added benefit, the icon for bounty cubes basically screams value, so hopefully crewmembers will see it and instantly think to sell it.
2020-10-22 20:03:04 +03:00
Qustinnus 74755a5a3a Audio falloff re-work, and increased audio range. (#54362)
imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight.

This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily

This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound".

Co-authored-by: ff <ff>
2020-10-20 17:14:16 -07:00
ZeWaka 9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Rohesie 39507171d7 Converts some unique and typelists into stringlists (#54237) 2020-10-12 21:47:04 -07:00
Qustinnus 3068082e35 sodium chloride is now called salt (#54328) 2020-10-12 15:19:09 -03:00
TemporalOroboros cab4313b29 Adds Alloy Materials (#53623)
Adds and implements alloy materials

Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.

Materials added:
    Plasteel
    Plastitanium
    Plasmaglass
    Titaniumglass
    Plastitanium Glass
    Alien Alloy

Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.

Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.

(Lemons note: Adds a regeneration component, used for alien alloy)
2020-10-09 12:23:40 -07:00
Timberpoes d5402dc459 Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.

Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.

Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
2020-10-07 15:42:02 -03:00
Dennok f1cb59181c RPD unwrench upgrade (#53615)
* Most OP atmos tool. RPD that can unwrench pipes.

Adds reverse wrench mode upgrade to the RPD.
Attention, due to budget cuts, the mode is hard linked to the destroy mode control button.

Now /obj/machinery/atmospherics/deconstruct(disassembled = TRUE) return created obj/item/pipe

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-10-07 11:13:34 -07:00
Timberpoes 8f8225a916 Adds basic game logging to Protolathe-variant construction and deconstruction (#54160) 2020-10-04 14:04:14 -07:00
Jared-Fogle b327b9e5ae Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune

* Add stasis beds

* Fix forcefields going away, leading to hull breaches

* Use set instead of list

* Use subtype for forcefield walls
2020-10-04 21:36:46 +13:00
TiviPlus a30377f4bb More deletion cleanup (#53681)
- Observer mobs not delling correctly
- AI delling basically nothing
- pods not delling glow effect
- minor slime cleanup
2020-10-01 20:30:51 -07:00
Qustinnus eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
Rohesie 3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00