Commit Graph

7894 Commits

Author SHA1 Message Date
Cheridan 34bc9935ac Merge pull request #20924 from KorPhaeron/frogs
Frog fixes and updates
2016-10-11 23:25:13 -05:00
uraniummeltdown e9f9b5a600 You can now collect ore by walking over it with satchel equipped (#20735)
* addressed a few problems

* it finally works perfectly

* all good now

* better code
2016-10-12 15:30:39 +13:00
Razharas 5ced570b3e Merge pull request #20856 from ChangelingRain/coreprocessidiocy
You can now deconstruct AI cores that contain no AI
2016-10-11 18:39:12 +04:00
Joan Lung 9fae29a33c Merge pull request #20884 from lzimann/alerts
Makes cyborg "Show alerts" verb a browser datum
2016-10-11 09:58:56 -04:00
KorPhaeron c241d6079e Frog fixes and updates 2016-10-10 23:33:48 -05:00
Cheridan 9ab0b7a27e Merge pull request #20813 from optimumtact/theurcat
Improvements to simple animal make_baby and Runtime
2016-10-10 16:10:49 -05:00
Joan Lung f51444d8fa Improves some cult rune checks (#20872)
* sword in the dawn

* don't fade away

* it's dumb, but not my problem.
also rearrange these checks~
2016-10-11 10:05:25 +13:00
KorPhaeron 4e68c2ca95 Adds frogs (#20775) 2016-10-11 09:43:31 +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
oranges b8ea78cd00 Improvements to simple animal make_baby and Runtime
Runtime now only stores the children she actually made, instead of
being the mother of every cat in the mob list like some kind of god cat

make_baby no longer spawns off for 400 seconds to set a flag
2016-10-10 05:10:57 +00:00
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
Lzimann 5cea8f8180 Changes the height. 2016-10-09 23:27:17 -03:00
Joan Lung ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
Joan Lung 632a997586 Merge pull request #20809 from optimumtact/mob_living
Reorder mob living destroy
2016-10-09 19:06:01 -04:00
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 5ff591e69b NUMBAH THREE 2016-10-09 18:42:05 -04:00
Aranclanos c5e35c5abb Fixed a runtime where bees would sting a mob without reagents (#20817) 2016-10-09 17:25:52 -05:00
oranges 1bfdc6360b Make sure ian doesn't spawn his puppies in nullspace (#20812) 2016-10-09 17:21:50 -05:00
PKPenguin321 bc4b4780a9 fixes a bug in monkey examining (#20858)
extra < would display in the message
2016-10-09 17:19:00 -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
Lzimann 3819806340 Makes "Show alerts" tg's custom browser datum.
Also removed an unused var(viewalerts) from borgs.
2016-10-09 13:38:56 -03:00
Joan Lung fccd45e279 what is a define 2016-10-07 18:01:56 -04:00
Incoming5643 b675eda70f Properly sets hands to use held_index so the code knows they're hands. (#20790)
* Probably fixes #20457

* adds remie compatibility code with multiarms

* Nested setting of variable status: Still doesn't work.
2016-10-05 00:12:37 +02:00
oranges c540c14f4c Reorder mob living destroy
We want to do all custom cleanup before parent call so we are not
operating in nullspace when we unbuckle and do other bits and bobs (as
that code does not expect this)
2016-10-03 22:15:15 +00:00
Jordie fe68e6f97e fixes intent procs (#20803) 2016-10-03 13:05:57 +02:00
Cheridan 070477d650 Merge pull request #20787 from Militaires/okayitworksnow
GIANT INTENT REFACTOR (separates it into 4 different harm, help, disarm and grab procs)
2016-10-02 23:54:09 -05:00
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
Shadowlight213 de19e36a51 Removes morphine from nurse spiders (#20773)
Fixes spider web, cocoon, spiderling sprites
Halves cocoon breakout time, fixes camera going to nullspace
2016-10-03 13:35:56 +13:00
XDTM f501d9e1cd Stable mutation toxins (#20677)
Recipes:

Add these to unstable mutation toxin. These were all obtainable already.

    Human: blood
    Lizard: radium
    Flyperson: mutagen
    Golem: silver
    Podperson: EZ nutrient
    Jelly: slime jelly
    Abductor: morphine (doesn't make much sense but it's all i could think of)
    Android: teslium

These need ADVANCED mutation toxin (from black slimes) instead of unstable.

    Skeleton: milk
    Zombie: toxin
    Ash Lizard: advanced mut. toxin + lizard mut. toxin + ash
    Shadow: liquid dark matter (stabilized ofc) + holy water
    Plasmaman: skeleton mutation toxin + plasma + uranium (if you can shoot advanced mutation toxin into people they're dead already so this should not be too unbalanced, plus it's pretty expensive)

Also added a recipe for the mulligan toxin, with human mutation toxin + mutagen.
2016-10-03 13:24:23 +13:00
XDTM 28fd0b0f55 Races with NOHUNGER won't vomit (#20711)
* NOHUNGER means no vomit

* Whoops

* Double whoops

* fixed

* That is easier actually

* Missed a tab

* Make it right
2016-10-02 14:15:19 +02:00
AnturK 678759f6d4 Fixes minor stat runtime (#20753) 2016-10-02 00:08:47 -05:00
militaires 05cd2245eb holladolla bill 2016-10-02 05:53:09 +03:00
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
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
Joan Lung fde8904309 Merge pull request #20714 from phil235/EffectToStructure
Changes a few children of obj/effect to be children of obj/structure.
2016-09-28 18:12:52 -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
Supermichael777 4d83d15a87 Cat men can now occupy all non-command roles (#20644)
* Cats the erp musical

* I was told without secborgs that their was little reason for this.
2016-09-28 09:53:09 +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
phil235 b8681e9f30 Merge branch 'master' of https://github.com/tgstation/-tg-station into EffectToStructure
# Conflicts:
#	code/modules/events/spacevine.dm
2016-09-27 20:03:26 +02:00
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
Cheridan b84064412b Merge pull request #20690 from Incoming5643/why_did_this_take_months
Fixes weird limb updating bug
2016-09-27 11:29:50 -05:00
Cheridan 1cb43e6f53 Merge pull request #20692 from optimumtact/zombietongue
Make say handling short out earlier to prevent runtimes
2016-09-27 11:20:15 -05:00
AnturK 0b8dc7b0ae Merge pull request #20683 from ChangelingRain/alloutofbubblegum
Slight bubblegum adjustments
2016-09-27 13:47:20 +02:00
ExcessiveUseOfCobblestone 9d54b28e9b Fixes Intellicard view-locking bug (#20682)
* Update ai_core.dm

* Update ai.dm

* Update mecha.dm

* Update mecha.dm

* Update mecha.dm

* Update ai_core.dm

* Update ai.dm

* Update ai_core.dm

* Update ai.dm

* Update ai_core.dm
2016-09-27 13:40:45 +02:00
Joan Lung 29b4c6a8ff like a furious buzzing bee, or some metaphor or something. 2016-09-26 16:50:49 -04:00
Joan Lung cab5342b47 I think you're thinking of the wrong sort of drugs, Madison. 2016-09-26 14:37:16 -04:00