Commit Graph

890 Commits

Author SHA1 Message Date
Joan Lung 4e0a3deb73 github is being kind of weird about these conflicts 2016-10-12 10:00:45 -04:00
phil235 6cfd99ec00 Moving shit around and APC repair bugfix (#20912)
* Moving shit around so turfs aren't defined in code/modules/mining .
Fixes APC's integrity not being reset to max when a broken APC is repaired.

* derp

* More turf and turf procs moved.

* fixing merge conflicts again.
2016-10-12 09:48:47 +02:00
uraniummeltdown e9f9b5a600 You can now collect ore by walking over it with satchel equipped (#20735)
* addressed a few problems

* it finally works perfectly

* all good now

* better code
2016-10-12 15:30:39 +13:00
Joan Lung 208e6e5edf Ash flora can now spawn in small patches 2016-10-11 10:04:32 -04:00
TechnoAlchemist 2b796efe54 Fixes plant bags and cacti. 2016-10-10 21:12:58 -07:00
TechnoAlchemist ef2efe392b Merge errors, removes istype. 2016-10-10 18:34:36 -07:00
TechnoAlchemist cd60b5c3dd removes commented code 2016-10-10 17:47:37 -07:00
TechnoAlchemist d434ac96f4 Merge branch 'master' of https://github.com/tgstation/tgstation into alchemy_pt_1
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/modules/mining/lavaland/ash_flora.dm
2016-10-10 13:20:25 -07:00
Joan Lung ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Joan Lung ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
oranges 90f364a6c7 More checks after sleep in lavaland chasm code (#20811) 2016-10-09 17:22:15 -05:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

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

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

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

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

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

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
TechnoAlchemist 008a20b66e forward-slash 2016-09-30 15:35:35 -07:00
TechnoAlchemist 85b9baff24 Modifies some reagents(Gets rid of the stims in tinlux), adds bio bag to mining lockers, comments out prepare code, allows bio bags to be stored in belts. Allows for shaving mushrooms to spawn. 2016-09-30 12:47:11 -07:00
Joan Lung dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

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

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
TechnoAlchemist 7a87e03263 Adds plants to lavaland, adds reagents to said plants, adds some reagents to the game to be later used. Temporarily suspends the plans for fungus to be used to make a bowl of soup. 2016-09-30 00:51:06 -07:00
Joan Lung dafccd0f1a Merge pull request #20726 from phil235/PreliminaryDamageRefactor
Some preliminary changes before the damage refactor PR.
2016-09-29 10:07:51 -04:00
AnturK b6e79d25a4 Merge pull request #20713 from ChangelingRain/joancrushesbadgrammar
Fixes the proto-kinetic crusher's attack verb tenses
2016-09-29 10:44:42 +02:00
phil235 194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
phil235 6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
Joan Lung 4033224bdb Fixes the proto-kinetic crusher's attack verb tenses 2016-09-27 10:12:51 -04:00
Xhuis 6fd5b3b29f Random dirtiness refactor and turf grammar standardization (#20551)
* Random dirtiness refactor

* Further speeds up MakeDirty

* Removes legacy code

* Replaces flag numbers with defines

* Adds another define in place of an integer

* Re-adds attackby arguments in holofloors
2016-09-25 10:52:42 +13:00
oranges 47ad6e34c2 Chasms now check their dropped atom doesn't go away after sleep (#20645) 2016-09-24 14:52:55 -05:00
Kyle Spier-Swenson f71dc2c9a3 Orbits are now a subsystem (#20632)
* Sleepless perfect orbits #MOGA
We bind to Moved() and use datums and lists to track the orbits, no more sleeps, no more delay.

* Adds some null checks to orbit checks

* Forget to set orbiting.
Also sets orbiters before orbiting, to avoid edge cases of deleting a list then recreating it.

* Improves orbit, adds subsystem for orbits.
Most orbit loc changes will happen on move, subsystem runs every 2 ticks to make up for when that isn't the case.
2016-09-24 19:52:49 +12:00
Incoming 4a14898e22 Merge branch 'master' of https://github.com/tgstation/-tg-station into why_did_this_take_months
# Conflicts:
#	code/modules/client/preferences_savefile.dm
2016-09-22 00:12:55 -04:00
Screemonster cba00b0749 Sanitises input on abandoned crates (#20570)
A few fixes on crates.

The crates now inform players that all the digits in the code must be unique rather than forcing them to dive into code comments to know this rather important thing about cracking them, and perform a sanity-check on the input to reject any guess with repeating digits without wasting an attempt.

The multitool will return the last attempt along with the cows and bulls, purely to save players having to use an external notepad or whatever to keep track of what they've entered.

Gets rid of the z in the list of possible digits, and rewrote the cows-and-bulls check so the original bug that caused 0 to return a cow shouldn't happen any more.
2016-09-20 16:08:28 +12:00
Incoming b5d92f7a66 New lizard sprites and digitigrade limbs final initial pull 2016-09-19 23:09:50 -04:00
Joan Lung b1d61e4718 Makes bubblegum possibly more fun/fair to fight maybe (#20552)
Significantly reworked bubblegum's attacks, it now has the following attacks;

    Attacks through blood, done occasionally and at the end of every charge.
    Spray blood if it failed to attack through blood during its normal attack sequence.
    Warp through blood if it failed to attack through blood during its normal attack sequence.
    Spawn up to 6 slaughterlings, which block enemies but not it.

    Charge at a target. May be prefaced by a blood warp or done up to 3 times if below half health.
2016-09-20 12:49:51 +12:00
Joan Lung 01af00225b Miners can buy KA AoE damage mods from the vendor for a premium (#20430)
* Miners can buy AoE damage mods from the vendor for a premium

* message adjustment; if you don't have ENOUGH who cares if you COULD

* adjusta
2016-09-17 16:25:35 +12:00
Cheridan 2a0168abdb Merge pull request #20434 from ChangelingRain/idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Moves all beam icon states to beams.dmi
2016-09-13 11:55:24 -05:00
Joan Lung 0067bd1332 Adds brass, used to construct various brass objects (#20419)
* Adds brass, used to construct various brass objects

* brasshole

* give em the brass

* give em more brass

* DYNAMIC

* VAR MURDER SPREE

* brassy

* acceptaphil

* this is super against my general preferences but eeeeeh sure okay i guess
2016-09-13 12:16:28 +02:00
Joan Lung 179b0b532d Merge branch 'master' of https://github.com/tgstation/tgstation into idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Conflicts:
	code/game/objects/structures/grille.dm
	icons/effects/beam.dmi
2016-09-12 17:14:39 -04:00
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

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

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

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

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

* Fixing more conflicts with remie's multihands PR.

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

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Joan Lung 5592d46594 touch lightly 2016-09-12 09:05:19 -04:00
Remie Richards 8dd507995a Fixes conflicts, dang it people if(src != user.l_hand && src != user.r_hand) is shit code, shiiiiiiiiiiit. 2016-09-10 20:42:34 +01:00
Remie Richards c50fa5729c Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work 2016-09-10 20:28:23 +01:00
Joan Lung fbe2430ff8 Moves all beam icon states to beams.dmi 2016-09-10 13:09:44 -04:00
Cheridan e281d9f416 Merge pull request #20411 from ChangelingRain/ibendthedefinitionoffaithtoexoneratemyblindeyetilthesirenssoundimsafe
Adds Ash Plants
2016-09-10 11:56:10 -05:00
Joan Lung e1c7d0d574 you missssed oooone 2016-09-10 09:29:14 -04:00
Joan Lung 5bdfd1665f Merge pull request #20328 from Ergovisavi/bring_colossus_back_2016
New colossus loot, the "Anomalous Crystal"
2016-09-08 22:38:50 -04:00
Ergovisavi 114676c548 Finishing up anomalous crystals 2016-09-08 19:29:49 -07:00
Joan Lung 097c05ff2c no message 2016-09-08 22:03:26 -04:00
Joan Lung 8533cb12ed Adds Ash Plants 2016-09-08 21:58:59 -04:00
Cheridan f79e2de334 Merge pull request #20372 from ChangelingRain/ohbutdeartheskyislowwatchfluentseamenrigtheirrudderssotheyllgrazeitwiththeirwindarrows
Adds another unused ashplanet turf
2016-09-08 15:02:26 -05:00
Joan Lung 7f200976ec no message 2016-09-07 08:35:28 -04:00
Ergovisavi 4e4f091905 Merge branch 'master' of https://github.com/tgstation/-tg-station into bring_colossus_back_2016 2016-09-07 01:08:58 -07:00
Ergovisavi 8605809c57 New colossus loot, the "Anomolous Crystal" 2016-09-07 00:58:15 -07:00