Commit Graph

392 Commits

Author SHA1 Message Date
TechnoAlchemist
f42889ee2a Fixes some altclick problems. (#20799)
* Fixes some forbidden capabilities, probably.

* drons fix

* isliving check (no underscore!!)

* !

* Phil's Fixes
2016-10-10 22:56:37 +02:00
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
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
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
Cheridan
a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
AnturK
6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +02:00
Joan Lung
ba6acc2ea0 Reduces the copypaste in cleanable decal code (#20491)
* Only holy water will clean blood runes

* macro!

* holy no longer required

* i am far too unethical and spite driven half the time

* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
2016-09-19 09:45:12 +12:00
Joan Lung
0067bd1332 Adds brass, used to construct various brass objects (#20419)
* Adds brass, used to construct various brass objects

* brasshole

* give em the brass

* give em more brass

* DYNAMIC

* VAR MURDER SPREE

* brassy

* acceptaphil

* this is super against my general preferences but eeeeeh sure okay i guess
2016-09-13 12:16:28 +02:00
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
d8e804ac9a ah, of course 2016-09-08 10:18:41 -04:00
Joan Lung
d9e96145a4 Makes cult structures destructible and readds them 2016-09-08 09:54:01 -04:00
Remie Richards
09fee94db5 Second round of fixes:
- Fixed+Future proofed Mutant Parts Sprites
- Fixed Lesser Summon Guns activating the wrong hand
- Fixes stacks merge()ing with and consuming themselves
2016-09-03 11:40:21 +01:00
Remie Richards
897e8c5b88 Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work
Conflicts:
	code/game/objects/items/weapons/storage/storage.dm
2016-09-02 18:04:18 +01:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Kromgar
2b235b8bba Revert "Fixes issues with packagewrap, trashbag, handlabeler, " 2016-09-01 12:18:24 -04:00
phil235
42301f32e2 Fixes issues with packagewrap, trashbag, handlabeler, and other potential items that must have an effect when clicking a storage item. Clicking a storage item with those items does not try to insert them in the container but instead calls their afterattack effect directly. The var used for those items is var/no_direct_insertion.
Fixes trashbag not being able to pick up pillbottles, evidence bags.
Fixes packagewrap not being able to wrap backpacks, pillbottles, all sorts of bags.
Fixes packagewrapping a locked lockbox showing "it's locked!"
Backpack only make rustling noise if insertion is successful.
2016-08-28 19:38:15 +02:00
Core0verload
b888717c50 You can now use sheets from any hand, not just the active one (#20128) 2016-08-27 10:24:15 -05:00
Hamzah
517413b210 Stacksplit (#20064)
* Added an AltClick function to split Stacks

Stacks now have an altclick function that lets you input how much you
would like to split the stack by

Also changed the regular click code by turning most of its code into a
proc, this reduced the amount of copy-pasting needed, as both the
regular and alt click on stacks do the same thing, except alt clicking
lets you input a number

* Wrong var name

* Edits based on feedback

-Removed trailing return
-removed uneeded if statement
-removed uneeded src as it should call the right method anyway

* Removed metal interact after splitting
2016-08-26 08:50:00 +12:00
oranges
d7e9e74780 Merge pull request #19914 from KorPhaeron/cult2
Fixes being unable to attack cult structures
2016-08-18 14:13:02 +12:00
KorPhaeron
59c821544f Cult Structures 2016-08-16 00:47:45 -05:00
Shadowlight213
8035651400 Finishes id computer
adds designs for computer parts to rnd and cases to the autolathe.
2016-08-09 22:55:07 -07:00
Shadowlight213
4ebeec67d6 Adds header icons
Does some fixes and cleanup
Some consoles added to the map and tablets added to job loadouts for testmerging.
2016-08-06 23:05:05 -07:00
Robustin
6909ccc43e Cult balance pass (#19662)
* Runed metal to supply talisman

* Cult items update

* Cult floor overlay

* Cult overlay

* Mesons-Proof floors

* Fixes

* Fixes 2

* Fixes 3

* Runed metal costs

* Void Torch Concept

* Void Torch

* Torch available at altar

* Torch Fix
2016-08-05 11:57:47 +12:00
bawhoppen
1fecd12aaf no really who is da king (#19537)
add: Added crowns. Make them from gold. Cap gets a fancy one.

Crowns get some armor but are overall worse than sec gear.
2016-08-01 13:58:11 +12:00
bawhoppen
7830992c11 Makes shuttles superficially buildable (#18974)
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.

Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.

Also this PR makes ORM code better and allows people to easily add new alloys

Sprites by WJ
2016-07-14 21:25:49 +12:00
unknown
ea070a4680 Fixed a runtime when gibbing plasmamen in the gibber.
Renamed generic skin to skin.
2016-07-11 21:52:47 -04:00
coiax
afb7ebd790 Tiles are now (mostly) pooled objects (#19112)
* Tiles are now (mostly) pooled objects

Floors no longer have a builtin_tile, but instead use PoolOrNew().

Also added a do-nothing SSpool so you can inspect the global pool.

* Entries for time keeping

* MORE STATISTICS

* Stat tracking, auto filling

* Code review I

* Code review II

* Code review III
2016-07-08 13:32:40 -04:00
Leo
57ff27f4a9 Adds a craftable baseball bat (#19144)
The baseball bat has 10 force, although it throws the person back one or two tiles.

Sprites by Keekenox

In-hand sprites:
2016-07-08 09:56:39 +12:00
bgobandit
10d32cd9d4 Fixes/tweaks a lot of typos/descriptions. (#18956) 2016-06-28 22:02:28 +12:00
oranges
41e3acc71d Merge pull request #18820 from Xhuis/the_pinnacle_of_deception_technology
Adds cardboard cutouts
2016-06-24 20:14:59 +12:00
Swankcookie
df25fde271 Changes "Bandage" to "improvised gauze" 2016-06-22 18:36:03 -05:00
Xhuis
369ad867de Adds cardboard cutouts 2016-06-21 17:57:53 -04:00
KorPhaeron
5fe4f395e9 Fulton Revival (#18480)
Miners can now purchase fulton extraction packs.
Miners can now purchase fulton medivac packs.
Two new fulton related bundles are available for purchase with vouchers.
2016-06-17 13:35:47 +12:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
oranges
ab73b4569a Merge pull request #18413 from phil235/FixAssortment1
Fives Fixes
2016-06-11 10:05:35 +12:00
phil235
219639e00b Using a multitool on telepad with open panel to save data no longer hits the machine.
Packagewrapping a pulled item now properly stops the pulling.
Using put_in_hands() procs now properly checks if the mob has a hand.
bodyparts icon_state is now "" like it should be.
You can no longer build a firelock on top of another firelock.
You can reinforce a firelock assembly to build a heavy firlock.
Human species who breath something other than oxygen now get the proper alert when in crit, and I fixed the alert not being removed when healed.
2016-06-09 20:46:00 +02:00
Lzimann
7602b99111 Bar stools are now constructable 2016-06-09 00:18:11 -03:00
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
TechnoAlchemist
65ba2d2800 Makes cloth not have force anymore. (#18204) 2016-06-04 01:23:29 -05:00
LatD
d89eb178c6 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-30 18:33:55 +03:00
Lularian
8aa135f470 fixes some of the crap maybe 2016-05-28 11:08:46 -05:00
LatD
65a0027979 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-28 01:37:55 +03:00
Joan Lung
2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
LatD
907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
bgobandit
b2ea93323d Runed metal no longer deletes girders when used on them. 2016-05-19 16:46:57 -04:00
LatD
fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
Lularian
d8af0ac003 pixel projectiles dream 2016-05-16 21:26:20 -05:00