Commit Graph

160 Commits

Author SHA1 Message Date
SkyratBot
119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
SkyratBot
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
SkyratBot
9efc52f2af [MIRROR] Replaces sleeping carp pierce immunity with wound resistance (#1171)
* Replaces sleeping carp pierce immunity with wound resistance (#54163)

* Replaces sleeping carp pierce immunity with wound resistance

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-06 22:26:26 +01:00
SkyratBot
762531f407 [MIRROR] makes it possible for admins to edit under siege cqc valid areas (#827)
* makes it possible for admins to edit under siege cqc valid areas (#53471)

* makes it possible for admins to edit under siege cqc valid areas

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-17 02:04:48 +01:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
SkyratBot
3bd294f26f [MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-24 22:52:31 +02:00
SkyratBot
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
SkyratBot
0e79b67217 [MIRROR] Updates the text of the "recall your teachings" button of the sleeping carp martial arts style to account for the sleeping carp nerfs (#366)
* Updates the text of the "recall your teachings" button of the sleeping carp martial arts style to account for the sleeping carp nerfs (#52638)

* Update sleeping_carp.dm

* Updates the text of the "recall your teachings" button of the sleeping carp martial arts style to account for the sleeping carp nerfs

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-17 14:49:30 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
skoglol
f5cd45f7f7 Removes forcesay on attack (#52341) 2020-07-22 04:30:30 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Ryll Ryll
31ea796672 Removes sleeping carp's hidden damage resistance + 40 brute crit punches, lowers price (#50904)
* remove resist and crit

* grammar
2020-05-25 07:16:39 +02:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
necromanceranne
587edddf82 yeeeeep
Co-Authored-By: spookydonut <github@spooksoftware.com>
2020-04-06 19:42:07 +10:00
necromanceranne
3fedf555b4 Sorry, what kind of damage? 2020-04-04 23:29:18 +11:00
necromanceranne
2fe521e99b "You chops Mcgreyshit" 2020-04-04 23:26:38 +11:00
necromanceranne
6a7f06b418 Just fixes some funky shit 2020-04-04 23:21:55 +11:00
ArcaneDefence
7f4c49fce2 Removes pacifist cqc neck grab bug (#49776)
Adds a check for pacifism before upgrading to a neck grab via chokehold combo.
2020-03-08 20:20:04 +08:00
nightred
15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
necromanceranne
746fb273d1 autodocs hurt my simple catbrain 2020-03-03 05:57:21 +11:00
necromanceranne
1b8b80b0a8 gonna be on the safe side with that brute mod after all 2020-03-03 05:27:15 +11:00
necromanceranne
1ca314feee someone convinced me to keep deflection for now. 2020-03-02 16:49:01 +11:00
necromanceranne
916f04440b oh god I hope mr. orange man isn't angy 2020-03-02 15:58:12 +11:00
necromanceranne
0425bc2c9e oh wait they do stack nutso 2020-03-02 13:57:33 +11:00
necromanceranne
bf2ab26d2e I think the fishmen are no longer pillermen 2020-03-02 13:47:47 +11:00
necromanceranne
ec382c638f I think this fixed it? 2020-03-01 10:34:46 +11:00
necromanceranne
a3a8a91cc8 I tested block in a few spares and it was too easy to just sit behind it and tank if they had a baton 2020-02-24 22:32:30 +11:00
necromanceranne
fd3d5f1fc0 should be respecting targeting/sanity stuff no more dropkicking them in the chest 2020-02-24 22:25:58 +11:00
necromanceranne
044f065a68 bullet swatting 2020-02-24 12:23:10 +11:00
necromanceranne
dc3a5b33cb Some additional adjustments 2020-02-23 22:50:50 +11:00
necromanceranne
fd810e30f2 Merge branch 'master' into let-sleeping-carp-lie 2020-02-23 22:16:56 +11:00
necromanceranne
1dcf24306c current work 2020-02-23 22:01:37 +11:00
necromanceranne
3c06b9140d still not finished 2020-02-22 20:06:51 +11:00
necromanceranne
e6388ec433 eh not so keen on this after all even if it did work 2020-02-22 19:55:25 +11:00
necromanceranne
5e6425ecaf aaah 2020-02-21 19:23:52 +11:00
necromanceranne
188e9167cc few more changes 2020-02-19 23:35:25 +11:00
necromanceranne
739a4b9084 working hard or hardly working just like this code probably 2020-02-19 22:08:58 +11:00
ShizCalev
7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
necromanceranne
57fa901437 Krav Maga: Stompies Edition (#49103)
* Changes how krav maga works by making the legsweep a knockdown with stamina damage and disarm intent on someone on the floor a nonlethal strike. These hopefully respect armor. Needs further adjustments most likely

* Made harm stomp respect armor as well because 15 force kicks with no mitigation is fucking stupid and really made nonlethal stomps look like crap

* Krav Maga disarm intent is now a nonlethal jab. If jabbed, you have a probability based on stamina damage to drop everything you're holding. Krav stomp slightly more variable in damage to match nonlethal jab.

* Reduced the knockdown to 6 from 10.
2020-02-15 14:21:00 -05:00
Swept
2a14ee03d6 Fixes typo in sleeping_carp.dm (#49107)
Fixes #49100 

Changes wording of the "Sleeping Carp Wrist Wrench" from

"Your wrist is grabbed by [A] while simultaneously wrenched it to the side!"

to

"Your wrist is grabbed and simultaneously wrenched to the side by [A]!"
2020-02-02 21:17:15 +01:00
MrPerson
f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00
tralezab
160982c116 [READY]New Plasma Fist Finale: Apotheosis! (#47955)
* relic file

* Revert "Merge branch 'master' of https://github.com/tralezab/tgstation"

This reverts commit 826916d87b421dbb0ebcfce7fad96e456b6d3674, reversing
changes made to a0f476d874.

* a couple runtimes to kill, otherwise ready

* beam animation

* removes bad idea lol

* more panache

* fixes spelling

* nobomb mode

* nobomb granter

* sanity for levelling, plasma cap is now a var

* DO YOU LIKE... MY CAR...

* reviews handled, again

* more reviews! 🔪
2019-12-12 12:04:51 +01:00
Emmett Gaines
5481515dff Removes the non bitflag slot defines (#47742)
Removes the non bitflag slot defines
2019-11-17 17:52:11 -08:00
Emmett Gaines
d8d1abadd1 Grab movespeed modifier (#47728)
* Migrates grab move delay to a movemod

Doesn't work until all grab state changes are hooked in

* Replaces grab_state sets with proc

`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives

* Catches a missed increment and fixes a bug
2019-11-13 03:30:28 -08:00
spookydonut
dd6fa5eded More spawn/sleep removals (#47634)
* remove more spawns

* more

* more

* varsets

* oops

* unfuck this
2019-11-13 03:07:59 -08:00
81Denton
f5bd6a381d Merge pull request #47052 from kingofkosmos/misc_span_fixes1
Misc span fixes
2019-10-20 18:46:54 +02:00
Emmett Gaines
8982f509b5 Refactors screen object update_icon to call parent (#47094)
* Refactors screen object update_icon to call parent

And makes update_icon an /atom proc

* Cleans up some missed null checks

The student teaches the master
2019-10-17 18:21:50 -07:00
kingofkosmos
6d28a175d5 Fixes a few broken spans. 2019-10-13 21:51:07 +03:00
nemvar
c38a7a3bb5 Removes a bunch of var/ in procs (#46946)
* Removes a bunch of /var in procs

* reset this

* Why wasn't this already?
2019-10-10 04:20:27 -07:00