Commit Graph

2660 Commits

Author SHA1 Message Date
Cyberboss a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Joan Lung 937b68bfc4 Emags will no longer work on Ratvar-serving cyborgs (#20845)
* That's right, your master is RATVAR.

* CONTROL YOUR INDENTATION

* it's a good thing there are people actually reviewing my code now

* syntax
2016-10-11 09:20:29 +13:00
Kyle Spier-Swenson c0626135ea Fixes browser datum's not having a style. 2016-10-09 16:34:33 -07:00
Joan Lung 9c93fb8b59 Removes the mob "memory" var (#20814)
* Removes the mob "memory" var

* MEMERY
2016-10-10 11:46:52 +13:00
Joan Lung 306313af52 Player simple animals no longer count as traitors (#20835) 2016-10-10 11:30:45 +13:00
Kyle Spier-Swenson 06a826dd18 Makes browser datum use asset cache (#20847)
* Makes browser datum use asset cache

This should shave one or two round trips off of the lag for player preferences window, since it was sending the css for browser datums every load.

* Fix improper casing
2016-10-10 11:28:29 +13:00
Joan Lung d5a9a5fd77 who's mind? (#20834) 2016-10-09 17:19:41 -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 9e8afbf999 Oh dear (#20837) 2016-10-06 01:07:02 +02:00
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
Cheridan 6987882e51 Merge pull request #20784 from ChangelingRain/itworkssortofexceptforthebugs
Fixes "Datum Antagonists"
2016-10-01 15:23:40 -05:00
Joan Lung dd9a3e9c9a did I actually test anything? 2016-10-01 14:47:42 -04:00
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
Cheridan e43b06f750 Merge pull request #20591 from ChangelingRain/proofofconceptantagdatum
"Working Datum Antagonists"
2016-09-29 13:33:59 -05:00
Cheridan 1e92582bdd Merge pull request #20698 from ChangelingRain/imtransandthisisapresenttoyall
Adds some pronoun helpers
2016-09-29 12:41:27 -05:00
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
Jordie0608 7a97ac7bdc getrev wrong var patch 2016-09-27 19:01:14 +10:00
Joan Lung cab5342b47 I think you're thinking of the wrong sort of drugs, Madison. 2016-09-26 14:37:16 -04:00
Joan Lung 5c18e0d05e Merge pull request #20654 from Incoming5643/why_did_this_take_months
Lizard Sprites and Digitigrade Limbs: Day 0 fixes
2016-09-24 19:36:42 -04:00
oranges d9dce542cf Merge pull request #20583 from kevinz000/_blames_virology_for_failure_to_git_gud
"Invisible healing is bad"
2016-09-24 19:49:49 +12:00
oranges 78989c2810 Merge pull request #20566 from XDTM/ViroNerf
Virology nerf
2016-09-24 19:49:20 +12:00
Incoming acf397ef76 yet more fixes 2016-09-24 00:01:06 -04:00
Incoming 0a9a658ae6 Day 0 fixes 2016-09-23 19:08:52 -04:00
Cyberboss 96087dcf67 Station Blueprints now contain wire legend (#20559)
Added a submenu to the Station Blueprints that lists wire color purposes for the round for NT made items
Does not list duds
Removed WIRE_ELECTRIFY as it was synonymous with WIRE_SHOCK
2016-09-23 10:24:57 +12:00
Joan Lung be6d678f34 amoral but effective 2016-09-21 08:40:39 -04:00
Joan Lung d41971d7ed Merge branch 'master' of https://github.com/tgstation/tgstation into proofofconceptantagdatum
Conflicts:
	code/game/gamemodes/game_mode.dm
2016-09-20 19:03:20 -04:00
Joan Lung 07caf04001 LIES IN EXILE 2016-09-20 08:48:14 -04:00
kevinz000 0b4172a46c fixed 2016-09-19 18:37:30 -07:00
Joan Lung 5ac7e1b68d cult too! 2016-09-19 19:44:58 -04:00
Joan Lung 1ec364f400 sorting 2016-09-19 17:29:46 -04:00
Joan Lung 70f5419838 this is a style change 2016-09-19 13:12:46 -04:00
Joan Lung 3ec7e81131 "A Working Datum Antagonist" 2016-09-19 13:03:22 -04:00
kevinz000 b319080c79 effects 2016-09-18 17:56:28 -07:00
AnturK 93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
XDTM a5cde11068 No free stats 2016-09-17 14:09:46 +02:00
NikNakFlak cc868cb606 Fixes wires being an interior designer hell (#20484)
* Whoever got a hold of these wire colors deserves a special place in hell

* AXED MORE

* Third times the charm
2016-09-14 08:47:51 +12:00
Ergovisavi bf68906d27 fixes being able to hide in lockers to ignore weather effects (#20447) 2016-09-13 08:13:23 -05:00
nullbear 24abd55594 Makes it so you cant teleport into transition edges. (#20427)
Also adds a helper proc for checking whether or not an atom is in the
transition edges of the map.
2016-09-13 09:09:00 +12:00
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
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
Shadowlight213 86505bcad0 More radstorm balance changes (#20357)
* Removes direct tox loss from radstorm
Adds a radiation alarm status display icon
Makes radiation protection lower the mutation chance

* wording changes

* return
2016-09-09 14:19:17 +12:00
MrStonedOne 56db6396e9 Fix some istypes to handle clients properly 2016-09-08 07:58:20 -07:00
XDTM d3aef9168d You can now keep mutations (#20330) 2016-09-06 13:51:28 +02:00
Joan Lung 7711fba9bd The Hierophant (#19921)
* HIEROPHANT

* whoops

* that'd be hilarious but unwise

* BIRD_SCORE

* density

* BIRD THREAT

* maybe a threat tm

* danger boss

* it's always the paren

* bird murder

* recall

* no message

* yelling bird

* time
time
come on, time
time
shades

* A ruin!

* I think five blasts is enough

* birdboss wants you dead

* giant boss arena

* hierophant no longer literally unfightable

* smaller ruin?

* no longer innate

* can toggle friendly fire, teleport is AoE

* comments!

* just fucking spawn the arena wew

* heal on resetting

* not as common

* I cannot be trusted

* eeeh

* !

* keep it off the station

* as common as sin

* stop cheesing the boss you asshole

* this looks better

* that ruin didn't even exist what the fuck

* wew

* rip

* it doesn't need full healing if it heals for half when it resets

* good for fighting mobs

* rune where you are

* mechanics; armor doesn't fucking matter rip you

* armor matters but not much so

* )

* meaner than hell and more likely to kill you

* remove those beasts from my beautiful square house

* fix

* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser

* start higher scale to the same

* the ruin that doesn't exist and costs 10 points to place

* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be

* accurate

* tracking

* boring unused lore

* it needs to be open, oranges. open.

* I did that specifically to note which commit it was on ree

* oh there's a proc for that. duh.

* logging is good

* horrifying

* the marginal kindness of a giant bird boss

* ruin tweak

* idiot bird

* adjust
2016-09-05 10:05:35 +12:00
oranges ebcde4fe56 Merge pull request #20290 from ChangelingRain/feetdeepintheeartharmsdeepinthedusthandsonthemountainseyesinthesea
Fixes some potential weird faction bugs
2016-09-04 09:47:37 +12:00
Shadowlight213 4a2242b505 Fixes division by zero with gang spraycans (#20263)
Fixes list index out of bounds runtime in VV
2016-09-03 22:28:32 +02:00
AndrewJacksonThe2nd 0ada3764ae Merge branch 'master' of https://github.com/tgstation/-tg-station into goofmos
Conflicts:
	tgui/assets/tgui.js
2016-09-02 15:42:17 -07:00