Commit Graph

1948 Commits

Author SHA1 Message Date
XDTM 87d1b821d8 Slime cores deleted on use (#20902)
Exhausted slime extracts will now dissolve instead of leaving useless used slime extracts.


Slime cores won't be consumed if the reaction outputs chemicals, or if the slime core has extra uses from a cerulean slime.
2016-10-12 15:48:59 +13:00
Jordie 1d6d7bda9c Merge pull request #20763 from TechnoAlchemisto/Alchemy_pt_1
Adds plants to lavaland
2016-10-11 13:03:21 +11:00
TechnoAlchemist 622b0ce405 Desc fix 2016-10-10 18:57:20 -07:00
XDTM 8d63a5ee0f Synthflesh can heal dead people (#20819)
* Deadflesh

* Carbons only
2016-10-11 09:46:28 +13:00
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
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
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
XDTM ceedc96509 More Slime Reactions (#20779)
add: Using blood on an Oil Slime will create Corn Oil.
add: Using blood on Pyrite Slimes will create a random crayon.
add: Using water on Orange Slimes will create a small smoke cloud.
add: Using water on Blue Slimes will spawn foam.
2016-10-10 11:22:41 +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
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
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
TechnoAlchemist 7a87e03263 Adds plants to lavaland, adds reagents to said plants, adds some reagents to the game to be later used. Temporarily suspends the plans for fungus to be used to make a bowl of soup. 2016-09-30 00:51:06 -07:00
Cheridan 1e92582bdd Merge pull request #20698 from ChangelingRain/imtransandthisisapresenttoyall
Adds some pronoun helpers
2016-09-29 12:41:27 -05:00
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
Akke 011ff9c07f 5 commits later 2016-09-28 02:16:53 +01:00
Akke 0ad1289f7a aaaaaaaaaaaaaaaaaaaaaaaaaaaa 2016-09-28 02:03:51 +01:00
Akke 520fa0c02d adds in nanites in a less ridiculous form 2016-09-28 01:56:22 +01:00
Akke 4fb739bc7c changes tricord from 15u to 20u 2016-09-27 23:11:44 +01:00
Akke 0d76c2812d Makes the survival medipen an actual SURVIVAL medipen 2016-09-27 22:34:52 +01:00
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
XDTM 9809c32b22 Use freon (#20664) 2016-09-26 22:26:21 -05:00
Joan Lung 29b4c6a8ff like a furious buzzing bee, or some metaphor or something. 2016-09-26 16:50:49 -04:00
Hamzah fa5c08442d Adds a new option to pandemic (#20628)
* Adds a new option to pandemic

This option empties and ejects beaker

* refactored code
2016-09-24 19:52:16 +12:00
oranges cc3fe031ff Merge pull request #20609 from XDTM/TrueDrinks
Repaths some alcoholic drinks under ethanol
2016-09-24 19:50:39 +12:00
Cheridan ab72360ba0 Merge pull request #20608 from XDTM/Blasphemy
Holy Water no longer stacks stuttering time infinitely
2016-09-21 23:42:04 -05:00
Cheridan a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
XDTM 09373c86a7 They're alcohol too 2016-09-20 17:32:23 +02:00
XDTM 54ddc0a199 Too holy 2016-09-20 17:16:40 +02:00
Hamzah 9496e1631a Limb grower (#20501)
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
2016-09-20 14:53:43 +12:00
AnturK 93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
oranges afa9f0555d Fix slime reaction spawning simple mobs in nullspace (#20542)
This causes the runtime to trigger, fixed by simply passing in the loc
immediately upon creation of the mob instead of after
2016-09-16 09:18:46 -05:00
kevinz000 177045c980 [Ready]Electrical Chemistry (Tesla grenades) (#20448)
Teslium is now easier to make, and as with most electronics, no longer mixes with water.

tesla_act and tesla_zap both now have arguments to specify whether they explode machinery. By default only the tesla engine will explode machinery. This means that Tesla Revolvers will no longer cause a large area to implode if there is no one nearby the target of it to shock. This also means that tesla-grill bolts will no longer blow things up.
2016-09-15 12:59:23 +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
Incoming5643 c2ce139446 Updates a bunch of chemical descriptions because I was bored (#20300)
* Updates a bunch of chemical descriptions because I was bored

* Shoutouts to spellchecks
2016-09-05 09:52:45 +12:00
oranges ffed997ea4 Merge pull request #20276 from KorPhaeron/dispenser
Exploding water tanks now actually throw the water out
2016-09-04 09:46:34 +12:00
AndrewJacksonThe2nd 42dbcf2f89 abhzsaxbhgszabnxzhbjmnzshbjmzdsxbmh 2016-09-02 16:01:52 -07:00
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
AndrewJacksonThe2nd 2953360310 Removes reagent gas, Misc changes, REAGENT CODE OPTIMIZATION 2016-09-02 15:04:51 -07:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
KorPhaeron ae102fbc0e Missing ) 2016-09-02 01:56:13 -05:00
KorPhaeron 84539b1e79 Explosive water tanks 2016-09-01 22:55:02 -05:00
AndrewJacksonThe2nd 15eac23ac3 CHEMICAL GAS & Reworks 2016-08-31 19:35:39 -07:00
oranges 23915f99bb Merge pull request #20213 from KorPhaeron/water2
Watertanks explode when shot
2016-09-01 10:12:50 +12:00
Leo 24534a07b9 Makes the admin bomb list a bit more useful (#20227)
* Adds some stuff to bombing list

* More stuff

* Added IEDs, molotovs, pizzabombs, lemons and grenades to the bombing list.
2016-08-31 14:03:31 +02:00
nullbear b1e8a11691 Merge pull request #3 from nullbear/multiple-product-hotfix
Multiple Products Hotfix
2016-08-30 16:00:12 -07:00
nullbear 451a32598c Multiple Products Hotfix 2016-08-30 15:59:30 -07:00
nullbear 03da8e6735 Merge pull request #2 from nullbear/slimecore-hotfix
Slimecore hotfix
2016-08-30 15:47:43 -07:00