Commit Graph

183 Commits

Author SHA1 Message Date
oranges
af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
Shadowlight213
e7f5e1b136 Fixes addtimer for doors on shuttles 2016-11-25 14:41:32 -08:00
KorPhaeron
b3baa8314c Build your own shuttle 2016-11-19 15:28:25 -06:00
KorPhaeron
ac065db80f Captain can buy a new escape shuttle (#21398)
* Captain can buy a new escape shuttle

* A messy way to fix/avoid the issue

* Hopefully fixes potential href exploit

* Makes the code better so oranges wont yell at me anymore
2016-11-11 10:22:46 +13:00
Mervill
9ea955b85f Lint (#21393)
* icon, icon_state defined twice

* desc defined twice

* desc defined twice

* desc, icon_state defined twice

* icon_state, name defined twice

* item_state defined twice

* gender defined twice

* stop_automated_movement_when_pulled defined twice

* attacktext defined twice

* speak_emote defined twice

* flying defined twice

* item_state defined twice

* speak_chance defined twice

* attack_sound defined twice (x2)

* icon_state, item_state defined twice

* icon_state defined twice

* Revert "desc defined twice"

This reverts commit 18d74f442441078a7d8e8cfaddbef1c4646b6bb9.

* desc defined twice

* Revert "desc defined twice"

This reverts commit e167c0812c94a96dfb3f6888c77cee868cc37c03.

* desc defined twice
2016-11-08 13:55:30 +13:00
phil235
2dc956bea0 Merge branch 'master' of https://github.com/tgstation/-tg-station into Color_washing
# Conflicts:
#	code/game/gamemodes/clock_cult/clock_scripture.dm
#	code/game/gamemodes/clock_cult/clock_structures.dm
2016-10-31 19:59:00 +01:00
Cyberboss
c7d140778b Fixes #21140 (#21168) 2016-10-26 09:55:07 +13:00
Leo
5f15879bbf Removes now unused variable 2016-10-21 23:09:05 -02:00
phil235
1ce672c630 fixing stuff about atom_colours. 2016-10-21 01:30:42 +02:00
Leo
7dcce3c087 Makes shuttles great again 2016-10-19 17:43:58 -02:00
phil235
240f3a4c49 Adding var/list/atom_colours to /atom .
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.

Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
2016-10-19 01:51:30 +02:00
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
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
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
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
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
oranges
88e7caedb5 Merge pull request #19507 from ChangelingRain/itsimaginablebutitdoesntexistanywherenotanyplanetwereadreamwerebecomingpeoplenootherpeoplehaveeverbeenahumanthathumansarenot
Singularities, but not gods, are now stronger than shuttles
2016-07-28 19:46:26 +12:00
MrStonedOne
6d5ee15997 Shuttle dock detection, added system to box, admin var edit support 2016-07-27 21:49:42 -07:00
Joan Lung
8e4df5607b Singularities, but not gods, are now stronger than shuttles 2016-07-26 09:18:41 -04:00
Kyle Spier-Swenson
4a50869c11 Increases shuttle delay to 5.5+10 seconds (#19347)
1+5 seconds was super lame.

The delays had code related reasons, call time at the least shouldn't ever be below 10 seconds without editing the animation for the hyperspace ripples.

The ignition time is designed to make reserving transit space easier, and if it is ever full, ignition time rate limits how often it attempts to reserve transit space.

There isn't actually enough transit space for all of our shuttles (because their doesn't need to be 99% of the time) but with a call time only 1 second, the syndicates, the miners, security/gulag, people using the white ship, and admins could all spam call their related shuttles and then now you have a case where 1 or 2 shuttles are calling the proc to check for transit space every minute. add on the escape shuttle docking and cargo shuttle docking at that moment, and that number could jump to 4 shuttles trying to reserve transit space every minute, all needlessly.

Also, https://tgstation13.org/phpBB/viewtopic.php?f=10&t=7286&view=unread#p195824 points out that having ignition time too long causes issues. I'd want there to be enough time that when we make ignition more apparent, there is actually time react.
2016-07-18 15:49:57 +12:00
KorPhaeron
251b2dc372 Shortens shuttle time from 25 to 6 seconds 2016-07-13 21:20:30 -05:00
Joan Lung
71da2aba13 Fixes shuttles killing AI camera eyes (#19280)
* this wasn't even my bug but because mso was an ass I fixed it for him

* spitefronds
2016-07-13 12:50:20 +12:00
coiax
771c64084d Shuttle SS keeps track of hostile environments (#19235)
* Shuttle SS keeps track of hostile environments

Instead of changing SSshuttle.emergencyNoEscape manually, datums now
register and clear themselves with the SS, and a hostile environment is
if any datums are registered.

Note that it's datums that can be registered, as rev and blob gamemodes
register themselves.

Overhauling this means that you can have multiple sources of no-recall,
which although can't happen at present, may do so in the future whenever
multi-antag rounds happen.

🆑 coiax
tweak: The AI doomsday device timer is more accurate.
fix: Fixes a bug where the doomsday device would take twice as long as
it should.
/🆑

AI doomsday timer uses world.time, uses fastprocess to make sure the
announcements go out on time, added observer countdown for
the AI doomsday device.

* Fixes bugs
2016-07-11 16:53:23 +12:00
coiax
43e78b8e5e Shuttle bombs now make transit space turfs (#19171)
🆑 coiax
fix: Damage to a shuttle while it is moving will now correctly make
transit space turfs, rather than non-moving space.
/🆑

This also makes explosions on lavaland more sane. The mining shuttle
exploded while on lavaland will make ordinary rock, while the gulag
shuttle will expose lava.
2016-07-07 08:04:54 -04:00
Jack Edge
bb110a004d Remove transit when not in use
Now with pretty colors!
2016-07-02 21:29:29 +01:00
Jack Edge
042caf0c2a Cargo shuttle now works again 2016-07-02 18:29:36 +01:00
Jack Edge
9f9fd6efcd Merge branch 'master' into dynamic-transit 2016-07-02 11:57:32 +01:00
Jack Edge
f7284db11d Multiple assignment, Emergency shuttle works 2016-07-02 11:18:54 +01:00
Jack Edge
1ad915beed Now working, let's do this 2016-07-02 00:03:04 +01:00
Jack Edge
0f67b846df Replaces travelDir with port_angle 2016-07-01 16:55:19 +01:00
Jack Edge
8b8a10410f Removes zombie shuttle ripples
The qdel timer was interacting weirdly with the pool. This makes it
stop.

Fixes #19021
2016-07-01 10:42:52 +01:00
Jack Edge
d0a2225e64 Functioning with bugs 2016-06-30 15:50:29 +01:00
Jack Edge
3c022aa0d1 Wheeee 2016-06-30 13:24:05 +01:00
Jack Edge
c2108a9af5 At this point it's turning into more a rewrite 2016-06-30 00:05:26 +01:00
Jack Edge
d770fd8b2d Is anything real anymore 2016-06-29 20:37:32 +01:00
Jack Edge
32d29d7222 Experiments will continue until performance improves 2016-06-29 11:14:15 +01:00
Jack Edge
1686c2b838 Merge branch 'master' into dynamic-transit 2016-06-28 14:03:20 +01:00
Jack Edge
0d0c42fc6a Compilation 2016-06-28 13:04:43 +01:00
oranges
f888c516f3 Merge pull request #18942 from coiax/free-the-export
Exports no longer need to be inside storage containers
2016-06-28 22:00:35 +12:00
Jack Edge
d1aaf24feb Removes all transit space 2016-06-27 18:14:47 +01:00
Jack Edge
1dc2950eb9 Fixes all bugs; exports now work 2016-06-26 20:08:50 +01:00
Jack Edge
ba673a04d1 Removes requirements for exports to be contained
🆑 coiax
rscadd: All items in the supply shuttle are processed for export,
irregardless of whether they are in a container or not.
/🆑
2016-06-26 12:40:13 +01:00
Jack Edge
a09544992c Merge branch 'master' into shuttle-processing
Conflicts:
	code/modules/shuttle/ripple.dm
2016-06-26 01:00:25 +01:00
Joan Lung
fc46c2c145 Merge pull request #18884 from coiax/slower-shuttles
Changes default shuttle transit time to 15 seconds
2016-06-25 14:51:56 -04:00
Joan Lung
591763e4e3 Merge pull request #18882 from coiax/qdelin
Adds QDEL_IN(time) macro; more spawn() removal
2016-06-25 14:44:26 -04:00
Jack Edge
86cc2dd09a Ripples are overlay/temp 2016-06-25 18:18:44 +01:00
Jack Edge
958b7bfc82 Makes things use QDEL_IN 2016-06-25 11:53:31 +01:00
Jack Edge
e1b7ef1cba Changes default shuttle transit time to 15 seconds
🆑 coiax
rscdel: The default shuttle transit time is now
15 seconds.
/🆑

- Fixes shuttle movement spam to spam stun
- Guarantees that all shuttles produce the full
ten second ripple effect before appearing
2016-06-24 10:16:27 +01:00