Commit Graph

879 Commits

Author SHA1 Message Date
Leo 74c47e1b57 Fixes secure safe having two attackby. (#20911) 2016-10-12 08:58:41 +13:00
Joan Lung b3b7421cd8 Merge pull request #20921 from TechnoAlchemisto/day1fixes
Fixes Cacti and Plant Bags
2016-10-11 09:47:19 -04:00
TechnoAlchemist 2b796efe54 Fixes plant bags and cacti. 2016-10-10 21:12:58 -07:00
Jordie 1d6d7bda9c Merge pull request #20763 from TechnoAlchemisto/Alchemy_pt_1
Adds plants to lavaland
2016-10-11 13:03:21 +11:00
TechnoAlchemist ef2efe392b Merge errors, removes istype. 2016-10-10 18:34:36 -07:00
TechnoAlchemist d434ac96f4 Merge branch 'master' of https://github.com/tgstation/tgstation into alchemy_pt_1
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/modules/mining/lavaland/ash_flora.dm
2016-10-10 13:20:25 -07:00
PKPenguin321 e24061a019 fixes drawing the blade from a distance (#20874)
* fixes drawing the blade from a distance

was gonna report this as a bug but then i was like hey free one line fix

* ???????

* hurr
2016-10-11 09:20:08 +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
TechnoAlchemist 85b9baff24 Modifies some reagents(Gets rid of the stims in tinlux), adds bio bag to mining lockers, comments out prepare code, allows bio bags to be stored in belts. Allows for shaving mushrooms to spawn. 2016-09-30 12:47:11 -07:00
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
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
ExcessiveUseOfCobblestone f02798d87d IMMENSE BUFF TO SECURE BRIEFCASES/WALLSAFE (#20668)
SAY GOODBYE EMAG USERS! THE AGE OF THE MULTITOOL IS UPON US!

In Short: Removes Emag Function [aka Requiring a multitool], and has a lower chance to successfully hack [from 40% to 33%]

It doesn't make sense that something that has no place for an ID can be swiped with an overglorified ID. Git gud and use the multitool. Now when someone puts secure items in the secure safe, people won't laugh at them [i mean they probably still will, but it's ok].
2016-09-28 09:51:53 +13:00
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
PKPenguin321 425a09f226 makes saber sheath examine fancier 2016-09-22 15:47:53 -07:00
TechnoAlchemist a93bfc39e0 Officer's Sabre Tweaks (#20565)
Allows for quickdrawing the sabre.
Also changes the attack text since it's no longer a rapier, and it doesn't make sense that it can dismember with point lunges and thrusts.
2016-09-23 10:25:25 +12:00
yackemflam 5d2255e0e5 Syndicate Ninja (#20520)
* Syndicate Ninja

* Update uplink_kits.dm
2016-09-20 21:47:24 +12:00
Cheridan 2a0168abdb Merge pull request #20434 from ChangelingRain/idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Moves all beam icon states to beams.dmi
2016-09-13 11:55:24 -05:00
AnturK 4709b5229b Merge pull request #20475 from optimumtact/throwat
Fix a bunch of incorrect throw_at proc definitions that caused a runtime
2016-09-13 15:41:00 +02:00
oranges 6fbcc6e26b Fix a bunch of incorrect throw_at proc definitions that caused a runtime 2016-09-12 22:09:52 +00:00
Joan Lung 179b0b532d Merge branch 'master' of https://github.com/tgstation/tgstation into idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Conflicts:
	code/game/objects/structures/grille.dm
	icons/effects/beam.dmi
2016-09-12 17:14:39 -04:00
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 fbe2430ff8 Moves all beam icon states to beams.dmi 2016-09-10 13:09:44 -04:00
yackemflam a30380b5d4 Metaops box set 2: Deleting a branch like a dumbass (#20365)
* Update uplink_kits.dm

* Fuck you too return

* SPACES

* something something is now gone
2016-09-08 17:51:32 +12:00
pubby 9f3e1fa9df Modernize ingredient boxes 2016-09-05 21:05:47 -05:00
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
oranges 00495cedc5 Merge pull request #20186 from phil235/InsertFix2
Fixes issues with packagewrap, trashbag, handlabeler,
2016-09-01 10:13:30 +12:00
KorPhaeron 7b2a1b6aa7 Fixes another batch of typos. (#20234) 2016-08-30 21:52:19 -05:00
bgobandit 27e355d16b Fixes another batch of typos. 2016-08-30 20:57:28 -04:00
AnturK 033966e0d8 Merge pull request #20182 from xxalpha/candlefix
Fixed candle box icon bug and more
2016-08-30 10:45:11 +02:00
bgobandit f7c08b3100 Fixed syndie dufflebag back sprite. (#20183) 2016-08-28 16:26:21 -05:00
phil235 b982986ae1 ding dong 2016-08-28 20:02:08 +02:00
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
xxalpha 6f90420caa Fixed candle box icon bug, changed open close function to attack_self... 2016-08-28 15:18:20 +01:00
jughu 36a1cf3be1 Ayy (#20140) 2016-08-26 16:28:54 -05:00
xxalpha d7a5fa307a Cigarette packs immersion buff (#20069)
* Cigarette packs immersion buff.

* Changed code that did not work as intended
2016-08-26 14:13:56 +12:00
yackemflam 8cecab7b9b Some occurance changes and new kit
Any with 27 tc or less are more occurring.
Anything with 28 or more are somewhat occurring.
Anything with an extreme amount or round ending occurs a lot less often.
New sniper kit
2016-08-24 06:47:39 +09:00
yackemflam cac121cf46 Update uplink_kits.dm 2016-08-22 18:49:03 +09:00
yackemflam 68b73688ba Update uplink_kits.dm 2016-08-22 18:10:58 +09:00
yackemflam 9f2b59f3f9 Fucking hell people, fix these boxes 2016-08-22 18:08:04 +09:00
Incoming5643 ca934347b3 Fixes my hot fix! 2016-08-21 17:45:49 -04:00
Incoming 06812de30a WHOOPS 2016-08-21 17:40:41 -04:00
Incoming5643 f70ba63d3e You can smuggle smuggler's satchels to a future shift (#19838)
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.

NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP

* Finishes up satchel persistence.

Satchels require at least 20 saved bags before any will start spawning.

the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant

* DESIGNATED.
REMIE.
PULL.
2016-08-20 16:27:02 +12:00
Ergovisavi 8656d3e7eb Adds "Proto-Kinetic Crusher", a melee mining weapon (#19891)
* Mining Hammer

* Adds the mining hammer "Proto-Kinetic Crusher" item
Makes megafauna a little easier to hit in melee
Makes jaunters and Hivelord cores fit in the mining belt

* Fixing a file that should have been untouched
Other miner (geddit) fixes for the mining hammer
2016-08-17 14:29:16 +02:00
ma44 3b0158986f Update bags.dm 2016-08-15 20:19:03 -05:00
ma44 5bf631034b Update bags.dm 2016-08-15 20:03:49 -05:00
oranges 5e5c84d47b Merge pull request #19879 from Bawhoppen/poop
Changes miner breath mask to gas mask
2016-08-16 10:26:30 +12:00