Commit Graph

1106 Commits

Author SHA1 Message Date
Igors Rjabcevs
882494f9f4 Fixes communication console input stacking (#20831)
* Adds cooldown check after input code to prevent stacking input windows

* Removes spawns by making cooldown world.time comparison based

* Moves cooldown variables into the console vars section
2016-10-10 11:31:24 +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
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
Joan Lung
aaefef46b8 Merge pull request #20732 from optimumtact/justhrefthings
Fix multiple href exploits from incorrectly scoped locates
2016-09-28 19:00:44 -04:00
oranges
8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00
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
7a4fb41329 Sanity check circuit is path before newing it in computer New (#20506)
Some old code (arcades primarily) src.New themselve, which means circuit
is already a instance of type when this code runs and so it trys to new
the type and throws a confusing runtime
2016-09-18 15:32:15 -05:00
oranges
498eb0e3fb Merge pull request #20454 from Shadowlight213/minimap
Reworks the minimap cache system and adds backup minimap files
2016-09-13 10:23:35 +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
Shadowlight213
6acbaae63c Makes the monitor work for adminghost 2016-09-11 18:08:24 -07:00
Shadowlight213
52c26feecb Forces tracking updates on opening the monitor 2016-09-11 16:43:27 -07:00
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
oranges
078fc31337 Merge pull request #20265 from XDTM/GeneticsPlus
DNA Scanners' rejuvenators are now potassium iodide instead of epinephrine
2016-09-04 09:45:43 +12:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
XDTM
4cb3ff593e Epinephrine to potassium iodide 2016-09-01 21:22:15 +02:00
KorPhaeron
99d00d1b56 Warden access for gulag machine 2016-08-26 22:33:12 -05:00
Joan Lung
79b226feb8 The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective (#19864)
* The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective

* you're so fucked

* behold

* clang
2016-08-16 10:24:36 +12:00
KorPhaeron
22bfd97cca Fixes some formatting 2016-08-10 15:06:37 -05:00
KorPhaeron
21351a48a8 Detonate Drones with RD console 2016-08-09 14:12:42 -05:00
Shadowlight213
22d762e689 Adds Jackpot medal, awarded for winning a pulse rifle at the arcade. 2016-08-03 17:23:33 -07:00
unknown
46221017f2 Fixed security records consoles search function not working.
Fixed drones attacking humans with an empty hand runtiming.
2016-07-09 00:39:03 -04:00
Leo
ede99a1d0a Adds an admin message for cross server messages (#19091) 2016-07-04 14:06:46 +12:00
Leo
15d9261867 Get turf instead of just the beacon 2016-07-02 14:03:12 -03:00
Leo
08c6923a12 Adds the tele-gulag [ready for review/merge] (#18644)
Now security can send the bad guys to the gulag without any effort!
Just put the unlucky guy inside the teleporter, insert a prisoner ID and hit the button!
You don't even need to strip him, it's all automatic!
2016-07-01 13:28:58 +12:00
Jack Edge
309e16ab46 Fixes that loss of information on cloning 2016-06-27 16:44:17 +01:00
oranges
3a7eab6e05 Merge pull request #18729 from coiax/remove-spawn-3
Remove spawn III
2016-06-21 20:11:08 +12:00
KorPhaeron
85cda49eba Multiline input 2016-06-19 18:32:42 -05:00
KorPhaeron
c46f2624aa Station name instead of world.name 2016-06-19 18:25:55 -05:00
Jack Edge
821b3bc1b3 More spawn removal 2016-06-19 01:50:58 +01:00
KorPhaeron
252cbdaf72 Option doesn't show up unless cross messaging enabled 2016-06-18 13:59:23 -05:00
KorPhaeron
8c96d9a37b Yelling at other servers 2016-06-18 13:52:07 -05:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
bgobandit
7f42a30ecf Cloning autoprocess now checks to make sure the clone pod is powered. (#18496) 2016-06-13 14:16:51 -05:00
GunHog
922d6166e7 Thematic Head of Staff ID Computers (#18297)
- Each of the heads' ID computers are now themed for their department!
2016-06-07 20:22:51 +12:00
oranges
744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
oranges
69bd3575e3 Merge pull request #18228 from ChangelingRain/swordofRATVAR
Additional Ratvar conversion effects and related changes
2016-06-06 01:35:26 +12:00
oranges
e1055df57f Merge pull request #18235 from coiax/when-it-happens-we-will-know
[s] Makes winning a pulse rifle little more noticable
2016-06-06 01:33:12 +12:00
oranges
3e731b117b Merge pull request #18119 from Cruix/wanted_posters
Adds wanted posters, printable from security record computers.
2016-06-06 01:26:35 +12:00
phil235
bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235
b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Jack Edge
1453c4c089 Makes winning a pulse rifle little more noticable
🆑 coiax
rscadd: When someone wins a pulse rifle via arcade games, everyone dead
and admined are notified. Also it comes with a firing pin now.
/🆑
2016-06-04 12:22:37 +01:00
Nerd Lord
3793e6187a Addition Ratvar conversion effects and related changes 2016-06-03 23:19:13 -04:00
unknown
896cfc3321 Adds wanted posters, printable from security record computers. 2016-05-31 22:27:30 -04:00
LatD
d89eb178c6 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-30 18:33:55 +03:00
Jack Edge
78384666b1 Removes SHUTTLE_* defines being numeric
Wew, there was a lot to change. Fixes #17950. There is a lot of gamemode
code here, so I'm not entirely sure if this is ultimately worth it.
2016-05-26 18:16:45 +01:00
LatD
907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
LatD
6e6474ee9e Imprinter origin and req lvls 2016-05-22 23:46:05 +03:00
LatD
7d6b3e6847 origin and req lvl changes 2016-05-21 17:17:20 +03:00