Commit Graph

1989 Commits

Author SHA1 Message Date
oranges
af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
oranges
f0806cd368 Merge pull request #21647 from KorPhaeron/buildyourownshuttle
Allows captains to organize a shuttle build event
2016-11-25 10:13:53 +13:00
swankcookie
dc65bfdb8d Adds confirmation message to Latespawn toggle and adds shutter to south bar window (#21692)
* Adds confirmation message to Latespawn toggle

* Adds a shutter in south bar window
2016-11-25 10:09:47 +13:00
oranges
6c1966d393 Merge pull request #21612 from KorPhaeron/ssreligion
Ssreligion
2016-11-20 14:54:12 +13:00
KorPhaeron
b3baa8314c Build your own shuttle 2016-11-19 15:28:25 -06:00
Joan Lung
7c25b959de Refactors robot modules (#21572)
* Refactors robot modules

* no message

* ok

* mini why

* this is what you wanted, right?

* try to remember

* I can't code

* a good coder

* whirring

* bleh

* less sounds

* math is for nerds

* now it will
2016-11-18 23:12:32 +01:00
KorPhaeron
969abebade Adds a religion subsystem 2016-11-17 21:01:22 -06:00
Leo
5878e22437 Changes stealth-mode invisibility to MAXIMUM instead of abstract. (#21569) 2016-11-17 12:32:58 +13:00
KorPhaeron
5d5b88e8f9 Stop counting extra money 2016-11-15 14:19:18 -06:00
KorPhaeron
fb6bc16dfb Removes extra definition, no longer consumes excess money 2016-11-14 13:19:17 -06:00
KorPhaeron
6d8e8b2532 Properly counts stacked cash 2016-11-13 22:47:16 -06:00
KorPhaeron
3221c630c5 Adds the luxury shuttle, adds descriptions to other shuttles 2016-11-13 22:31:28 -06:00
KorPhaeron
a51804f6af Crashing this station 2016-11-13 15:16:33 -06:00
Lzimann
679606d0aa Adds a button that show all players that are currently connected and in the watchlist. 2016-11-10 01:23:52 -02:00
uraniummeltdown
ea81370dce Cortical Borers (#21118)
Adds cortical borers, a midround antag originally from Bay. The code here is from yogstation, baystation and paradise station.

Borers are little brainslugs that when adjacent to a human can infest them. They can supply you with useful chemicals such as medicines and meth, and can revive you from the dead if they have maximum chemicals. They can also take over your body, putting them in control of you while you become a "captive mind". A captive mind can take back control by doing Resist. Health analyzers show borers in people, while medHUDs show borers in control. If you have Sugar in your body the borer can do nothing, it gets kicked out of control if it's controlling and becomes docile. Organ Manipulation surgery on head to remove the borer. If the brain of the body gets removed (decapitation, brain removal surgery, gibbing) the borer falls out of the host and loses control if they were controlling. Changelings can remove borers with Anatomic Panacea or Lesser Form (or Last Resort). Borers can reproduce and have an objective to escape on the shuttle with X hosts alive.
2016-11-10 09:25:41 +13:00
KorPhaeron
4dc00e99f2 Multiverse Revival (now with huds!) (#19778)
* Multiverse Revival

* Slightly less awful code

* Makes code cleaner, fixes stun issue on spawn

* Replaces usr with user in the multiverse sword +
allows it to dismember

* Prevents gang related messages displaying for multiverse clones
2016-11-08 12:01:35 +13:00
swindly
7330ad5778 bonus fixes 2016-11-02 20:08:19 -04:00
Lzimann
e024855194 Remove span 2016-10-28 08:14:24 -02:00
Lzimann
71807d7c23 Adds proper logging to drop-bomb. 2016-10-27 20:41:52 -02:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
phil235
f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
Cheridan
62f59a0682 Merge pull request #20894 from lzimann/cancelbuttons
Adds a cancel button to some inputs
2016-10-11 07:38:36 -05:00
Cheridan
75fe1f07b9 Merge pull request #20881 from Jordie0608/newadminmetaisforcingbirdboatsotheycanavoidunjobbanningpeople
Various fixes to admin topic
2016-10-10 16:24:41 -05:00
Joan Lung
26ef706ac6 Merge pull request #20873 from MrStonedOne/hubadubdub
Adds config option for hub, removes hub.dm, adds toggle hub admin verb
2016-10-10 16:00:18 -04:00
MrStonedOne
37f3b275d1 Fixes hub not taking effect in certain edge cases. 2016-10-10 11:11:45 -07:00
Lzimann
44e5e53f82 Removes my changes from topic.dm and add a cancel to teleporter console. 2016-10-10 14:04:16 -03:00
Jordie0608
f80b6f8d07 adds cancel to a bunch of inputs 2016-10-10 18:07:10 +11:00
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
Lzimann
d0bc42f189 Adds a cancel button to some inputs
- Teleport scrolls
- The admin-pm verb
- To add a ban(in the place where you put the ban reason)
- When you edit/add a new note.
2016-10-09 21:28:14 -03:00
oranges
9d8be7001a Merge pull request #20871 from MrStonedOne/patch-255
Fixes ip intel when grabbing from database cache.
2016-10-10 11:17:29 +13:00
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
Jordie0608
74bdbf35dc various fixes to admin topic 2016-10-10 01:04:33 +11:00
MrStonedOne
44f5632299 Adds config option for hub, removes hub.dm, adds toggle hub admin verb 2016-10-08 17:47:37 -07:00
Kyle Spier-Swenson
dacc59b6e0 Fixes ip intel when grabbing from database cache. 2016-10-08 17:13:58 -07:00
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
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
Iamgoofball
97fbf903d7 Renames station goal modifier (#20671)
fucked up my "sta"-space-enter speed roundstart and is severely hindering local testing
2016-09-28 09:52:15 +13:00
Cheridan
a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
Xhuis
ea21aa4e00 Highlander Patch (#20211)
* Highlander changes

* Prevents losing your claymore F O R E V E R

* Adds partial bloodthirst sating from attacking

* Reworks bloodthirst

* Forgot to push this

* Adds a disk-capture mechanic

* Changes based on feedback

* Bugfixes

* Makes the pinpointer functional
2016-09-20 21:37:08 +12:00
Leo
a2d2c33f19 Change the admin message for prays to only show the deity if it's a chaplain/cultist (#20562)
* Change the deity to only appear if the pray comes from a chaplain

* Actually declares the var
2016-09-18 23:32:54 +12:00
AnturK
93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
Kyle Spier-Swenson
532fa4615a Fixes byond triggering 511 client required needlessly (#20478)
byond saw a access for `fps` in a client proc and assumed things.
2016-09-12 19:24:27 +01:00
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
nullbear
2a58dd54a9 Adds explosion helper proc w/ diminishing returns (#20319)
* Adds new explosion proc

Adds a new proc for calling explosions, which uses 'power' instead of a
set of ranges.

Power (1 - 100) is based on minimum explosions size (0, 0, 1) to maximum
explosion size (5, 10, 20)

Formula keeps explosions within a 'sane' range. So while it is possible
to bypass maxcap using this, it will require a LOT of work.

I've done some balance testing, and a halfcap (2,5,10) can be made using
a double bluespace beaker of water and potassium. A (3,7,14) can be made
using black powder, and the largest bluespace grenade explosion can be
made using nitroglycerine, at (6, 12, 24) which is only slightly larger
than maxcap.

You can check out https://www.desmos.com/calculator/pgfz0gqqxf to see
how the explosive power affects range. T is 'units of explosion' and P
is a multiplier. Multipliers for explosive reagents are: water/potass =
1/10, black powder/meth = 1/6, nitroglycerin = 1/2.

* Clarity Changes

Renames dynamic explosion proc for clarity.

Makes dyn_x explosions scaleable with DYN_EX_SCALE variable.

Adds debug dyn_x verbs, and a dyn_x drop_bomb proc to fun admin verbs.

* Adjusts formula

better efficiency and readability.

Adds debug proc for changing explosion scale.

Adds a comment containing common power/explosion sizes.

* oops
2016-09-11 20:46:26 +12:00
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
6de788edf8 Merge pull request #20394 from MrStonedOne/blackmagic
[READY]Makes /client/s a child of /datums/
2016-09-09 14:18:45 -04:00
MrStonedOne
7cc19cb5ef more istype fixes 2016-09-08 22:08:20 -07:00
MrStonedOne
0bf4641f50 clients now qdelete. 2016-09-08 08:05:51 -07:00
MrStonedOne
56db6396e9 Fix some istypes to handle clients properly 2016-09-08 07:58:20 -07:00