Commit Graph

1354 Commits

Author SHA1 Message Date
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
coiax
cf0bb75600 Glowing goo glows more; roundstart goo contains radium or uranium (#42235)
* Glowing goo glows more, and always contains radium

🆑 coiax
tweak: Glowing goo now glows a lot more noticably in the dark, and
always contains radium.
/🆑

You can barely see it in the dark, should glow more. Also, the normal
in-game method of creating it is spilling radium on the floor, so all
glowing goo should have radium in it, even the roundstart stuff.

* Roundstart goo now contains either radium or uranium

* Radium is now a subtype of uranium, because nearly-identical behaviour
2019-01-07 21:07:54 +11:00
coiax
074b2f942e Die of fate tweaks and fixes (#42073)
* Die of fate tweaks and fixes

🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑

- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.

* Stealth die of fates

* Code review II?
2019-01-07 19:17:45 +13:00
WJohn
3a23c4560b Redesign the Raven Battlecruiser escape shuttle (#42211)
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.

This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
2019-01-05 15:02:05 -08:00
Jack Edge
e647645aea Fixes "rotting old rotting gibs"
🆑 coiax
fix: Old rotting gibs no longer have the name "rotting old rotting gibs".
/🆑

Whoops, missed that.
2018-12-18 19:27:07 +00:00
oranges
8404c7d021 Merge pull request #41925 from tortellinitony/glitter-fix
Glitter can be clicked through
2018-12-16 13:07:40 +13:00
MMMiracles
a5f5aee5a2 [READY]New Map: Donutstation V.5 (GOLD) (Platinum Hits) (#41099)
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl

Map Image
Comparison Image of Original

Progress

Departmental Layout
Atmos
Wiring
Detailing/fluff

    Floor tiling

A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
2018-12-16 12:47:27 +13:00
tortellinitony
9ddb46009b Glitter can be clickthrough 2018-12-12 11:53:49 -05:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
coiax
277c8c078c Gibs now rot and generate miasma (#41782)
* Gibs now rot and generate miasma

🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑

Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.

* Rot component, for things that rot

* Whoops

* No longer processes, so doesn't need to stop
2018-12-10 00:29:42 +11:00
oranges
c11827f36d Merge pull request #41861 from 81Denton/nice
Adds comments to landmarks
2018-12-09 23:29:15 +13:00
imsxz
5b34ab3a01 makes glitter use new atmos overlays (#41644)
cl imsxz
fix: glitter now uses the updated atmos overlays
/cl
Fixes #41564
2018-12-09 22:59:26 +13:00
Denton
856e573ff9 Adds comments to landmarks 2018-12-08 10:59:53 +01:00
Denton
877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
XDTM
2712e62ee5 [Ready]Desynchronizer (#41341)
* Desynchronizer

* type

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* fixes and cool text procs

* anti-abuse measures

* typery

* cooldown

* techweb salvage

* icon and visual effect plus bugfix

* let's not push runtime
2018-12-02 09:34:41 -05:00
coiax
446641f329 Repath blindfolds to prevent regular sunglasses creation exploit (#41710)
Blindfolds don't actually need to inherit anything from sunglasses, from what I
can see, unless there's some bad type checking somewhere in the code that I'm
not aware of.

Exploit is: cloth makes blindfold + medHUD -> medHUD sunglasses -> remove
medHUD, regular sunglasses.
2018-11-30 14:21:22 -08:00
ShizCalev
e7cc2074c6 Fixes missing decal icons, repaths food cleanables to cleanable/food (#41573) 2018-11-28 23:12:35 -05:00
coiax
b095e02bfd Removes var-edited maint loot spawners, replaces with types (#41696)
These are very common var edits across all maps, and we should replace
them with standardised types.

This leaves room open for giving each loot a little (xN) icon.
2018-11-28 22:31:23 -05:00
XDTM
01f794a153 Teleportation standardization, channels, and interception (#41371)
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl

Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.

Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
2018-11-29 10:33:55 +13:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
Jack Edge
48164dd7e7 Removes some unneeded variable specification with circuitboard spawners 2018-11-24 22:53:35 +00:00
tralezab
a8f56f6598 fixes spiderlings overriding spider poisons (#41599)
* me fixing the issue of overriding poisons for spiderlings while spiderlings are structures. epic.

* you said it was a dead VAAAAAAAAAAAAAAAAAAAAAAAAAR
2018-11-23 18:08:55 -05:00
Barhandar
c49064bf62 Makes magboots effective in preventing gravitational movement effects, fixes magboots not working for singularity pull, eases the chainstun effect of overcharged supermatter (#41583)
* I'm through accepting limits 'cuz someone says they're so

* Some things I cannot change but till I try, I'll never know!

* Too long I've been afraid of losing love I guess I've lost

* Well, if that's love it comes at much too high a cost!

* I'd sooner buy

* DEFYING GRAVITY

* Kiss me goodbye, I'm defying gravity

* I think I'll try

* DEFYING GRAVITY

* And you won't bring me down

* Unlimited
2018-11-22 18:38:49 -05:00
ShizCalev
587af907dc Moves wormholes to the RIPPLE_LAYER 2018-11-19 11:15:22 -05:00
ShizCalev
48fea40ce6 Fixes dried blood decals showing up as normal blood 2018-11-17 12:13:47 -05:00
oranges
df1be9b10c Merge pull request #41313 from ninjanomnom/remove-the-sanic-oc
Replaces the move fast traits with speed mods
2018-11-12 20:45:53 +13:00
ShizCalev
573b699ddb Fixes bodyparless gibspawners spitting out world messages 2018-11-10 22:53:38 -05:00
ShizCalev
60133f90ab Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 14:24:12 -05:00
ninjanomnom
59c8947cf8 Replaces the move fast traits with speed mods 2018-11-05 01:42:54 -05:00
ShizCalev
87faef9019 Adds logging to reagent transfers 2018-10-31 08:36:21 -04:00
Emmett Gaines
5f08aa7cca Removes the redirect component usage from a few things (#40847) 2018-10-15 22:48:55 +03:00
nicbn
10278bebde New sprites for gases (#40873)
* take one

* take 2

* oops

* take n

* n2o thing

* Update LINDA_turf_tile.dm

* Update atmospherics.dm
2018-10-14 16:43:08 +03:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
MrDoomBringer
ccf3623c93 Prevent deepfrying space (#40558) 2018-09-30 13:59:55 -07:00
cacogen
00feea5594 Janitor balance changes (#40141)
cl cacogen
balance: Space cleaner in spray bottles travels 5 tiles instead of 3 (doesn't affect other reagents)
balance: Trash bag fits in exosuit slot of janitor biosuit
balance: All soaps are faster
balance: Soaps now clean all decals on a tile instead of just one
balance: Soap now has limited uses (100 for most, 300 for NT brand which janitor gets)
balance: Mops are considerably faster
balance: Basic mop holds twice the reagents
balance: Janitorial cart now refills mops completely with one click
balance: Basic and advanced mops are more robust (8 force and 12 force)
balance: Galoshes no longer leave bloody footprints
balance: Chameleon noslips no longer leave bloody footprints
fix: Bulb boxes can be used on light replacers refill them in bulk
balance: Light replacer can be used in-hand to change all bulbs on a tile
add: Custodial barrier projector which creates solid wet floor signs that force people to walk to pass (available through service protolathe)
/cl

Janitor's been an exercise in futility for years, and the job is made redundant by janitor cyborgs who can't even keep up with the mess themselves. Spreading blood is instant, but takes a lot longer to clean. The goal here is to make it easier to keep up with the mess and make the controls less finicky while avoiding affecting combat too much (the mop and spray bottle are is a good weapons after all).
2018-09-28 09:21:14 +12:00
Jordan Brown
73964e7ac1 Merge pull request #40359 from ShizCalev/lighting-fix
Fixes bad lighting values
2018-09-20 23:48:21 -04:00
ShizCalev
324f4e0b6f Makes flashes, & flashbangs flash (#40357)
* Makes flashes & flashbangs flash

* cleanup / badminnery feature

* Added cameras
2018-09-20 23:46:44 -04:00
MrDoomBringer
c7ef142616 [DOCUMENTED AND READY TO MINGLE](EPIC MEME VIDEO INSIDE!) NEW COOL ADMIN TOOL: ADVANCED HIGH DEFINITION SUPPLYPOD SUMMONING (also supplypod refactor) (PLEASE UPTHUMB) (#39936)
MrDoomBringer

admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!

code: also supplypods have been refactored
2018-09-21 08:59:52 +12:00
ShizCalev
46cb11e340 Fixes bad lighting values 2018-09-20 00:53:10 -04:00
vuonojenmustaturska
de357a79d8 Adds plasmaglass shards, they can be made into spears (#40327)
* stuff and things

* adds back missing gonbola

* remove useless var

* slapcrafting fix

* transfer memes
2018-09-19 23:05:43 +02:00
ShizCalev
392f4bd8e3 Bloodcult Stun Spell Tweaks (#40328)
* Cult Stun Spell Tweaks

Updated to use anti_magic_check instead of a nullrod check.

Corrected the stun message showing if the target is immune to the effect.

Added some visual effects (an actual red flash), and a "holy bubble" around the person if they're immune to the effect.

https://i.imgur.com/wd77s8w.gifv

Closes #40285

* Refactor, added mob_light helper
2018-09-19 10:30:49 -04:00
kevinz000
9eec1f8db2 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 05:08:30 -04:00
81Denton
8d24914fe8 Adds nanite circuit boards to secure storage (#40008) 2018-09-13 10:51:46 +02:00
Mickyan
70dea34201 updated blood amount for alien/robot cleanables (#40175) 2018-09-10 13:47:08 -04:00
Mickyan
5b53ff69d1 Footprints scale with the amount of blood in the decal (#40148)
* footprints tied to blood amount

* sort of corrected comment

* properly fixed up bloodliness caps
2018-09-07 23:38:57 -04:00
ShizCalev
8a7df8ba45 Makes usage of Nar-Sie consistent (#40029)
cl ShizCalev
spellcheck: Nar-Sie's name has been revised to Nar'Sie.
/cl
2018-09-08 13:31:09 +12:00
WJohn
e54f1d5342 The great floor tile purge (#40065)
* Converts all colored plasteel tiles to turf decals.

* Removes now deprecated floor icons and paths.

* Hotfixes on three maps.

* Moves script to its own folder.

* Fixes wild west.

* Fixes holodeck

* Fixes eye rape bug.

* Fixes meta and lavaland biodome ruin having some missing textures.
2018-09-05 22:14:31 +03:00
Emmett Gaines
ca23b93bc3 Standardized vis_contents overlay system + better computer glow (#39973) 2018-08-30 03:22:32 +03:00
Jordan Brown
1d01884aa9 Merge pull request #39909 2018-08-26 17:14:01 -04:00