Commit Graph

110 Commits

Author SHA1 Message Date
Incoming5643
a963658b8e Makes transit space unjauntible, and removes a few spells restriction from the wizard den. There's nothing there you can't reach normally now except a mob that wants to kill you and some meat. (#20853)
Fixes an area error that was allowing jaunting from the wizard den after a LOT of creativity.
The radios in the wizards den should work now.
Fixes a rouge airless tile in the den.
Recompiles z2 as a dmm as it was erroring on mapmerge and it was in a very strange form that didn't match up with other dmm formated maps. It looks like everything is ruined, but I assure you everything just swapped around.
2016-10-11 10:06:08 +13:00
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
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
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
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
3e3102038d Merge pull request #20476 from ChangelingRain/takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Removes the horrible anim() proc and a bunch of spawns
2016-09-13 12:10:10 -05:00
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
Joan Lung
f10ac32b69 Merge branch 'master' of https://github.com/tgstation/tgstation into takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Conflicts:
	icons/mob/mob.dmi
2016-09-12 15:10:29 -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
Joan Lung
6bc1981246 may this also die 2016-09-12 10:43:14 -04:00
Joan Lung
fbe2430ff8 Moves all beam icon states to beams.dmi 2016-09-10 13:09:44 -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
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
KorPhaeron
6d2ab983fd New Wizard Armour 2016-08-25 17:32:16 -05:00
Ergovisavi
642f79bb59 Replaces the fireball book in the dragon chest with a book of sacred flame, a new spell. 2016-08-22 17:44:14 -07:00
KorPhaeron
eb39ca8e6e Kinetic Accelerator Mods (#19942)
* KA Mods

* Better examing

* Removes excess returns

* WHY indeed

* Updates projectiles properly

* Removes or replaces old hyper KA stuff

* Nerfs cooldown mod
2016-08-19 21:04:25 +12:00
Joan Lung
61cff4e7bc Merge pull request #19940 from KorPhaeron/summons
Summon Magic now functions like summon guns
2016-08-18 22:31:02 -04:00
KorPhaeron
f3200ee88a Summon Magic 2016-08-17 19:33:32 -05:00
Joan Lung
0ad2a3c4df Containment fields can no longer contain megafauna 2016-08-15 18:02:22 -04:00
xxalpha
8181ac9aa7 Fixed Spacetime Distortion spell being upgradeable. (#19830) 2016-08-12 13:20:56 -05:00
Cruix
e422532da4 Fixed wizard lightning cooldown breaking under some circumstances. (#19763) 2016-08-09 15:28:59 +02:00
GunHog
6e07244bf4 Xenomorph Tweaks (#19720)
* Xenomorph Tweaks

- Xenos are now considered female.
- (Nerf) Hunter pounce are now always blocked by shields, and may be
blocked more often by other protective items.
- (Buff) Alien Queen is 2 points faster.
- Adjusted larva growth sprites.
- Removed 20% facehugger failure chance for masks.
- (Tweak) Disarm now always forces a person to drop an item in the
active hand, and if a person's hand is empty/undroppable, Disarm will
always result in a tackle.
- (Nerf) Borgs are no longer stunned by Xeno disarms.
- (Buff) Tail Sweep now has a slightly longer stun.

* Teaks and Fixes

- Pouncing is now a LEAP_ATTACK, and is now ALWAYS blocked by shields.
- Changed Disarm combat for borgs: First disarm strike disables the
borg's active module. The second strike pushes the borg back and stuns
it.

* Mini Fix

* Get that one too
2016-08-09 09:38:10 +12:00
Cheridan
c7d78a9a44 Merge pull request #19679 from Fox-McCloud/whyyyyyyyyy
WHYYY DEL WHY
2016-08-04 15:13:50 -05:00
Fox-McCloud
c021879ac0 WHYYY DEL WHY 2016-08-03 11:33:07 -04:00
lordpidey
ec2f666f29 Devil agent (#19391)
add: Added Devil agent gamemode, where multiple devils are each trying to buy more souls than the next in line.
add: If you've already sold your soul, you can sell it again to a different devil. You can even go back and forth for INFINITE POWER.

This adds a new gamemode. Devil Agent. It works much like Double Agent, except devils instead of traitors, and instead of killing, the devil simply has to control more souls than the enemy.

Also, whether this is included in the rotation depends on the config settings. By default, it will be disabled.
2016-07-31 17:02:21 +12:00
GunHog
3a6df6950a Fixes Fireball clicking issues (#19423)
* Fixes Fireball clicking issues

- Attempts to fix clicking issues with Fireball during mob changes and
other edge cases.

* Alien spit now turns off when used when out of plasma.
2016-07-23 14:28:10 +12:00
Shadowlight213
9112e71914 Fixes merge conflicts 2016-07-22 01:04:45 -07:00
Shadowlight213
ed55cefcc2 Adds admin_spawned atom var that is set when something is spawned by admin means or is var edited.
This can be bypassed by using debug-game if needed.
Stats will not be tracked for admin spawned atoms
2016-07-20 15:26:24 -07:00
Joan Lung
fa257f92ab Misc fixes (#19375)
* Misc fixes

* river

* delta

* waterfall

* cloudburst

* thunderstorm
2016-07-20 20:12:49 +12:00
lordpidey
810f3d9052 Small devil fixes (#19302)
* Removes errant cast from devilinfo.add_soul()

* Clarifies a banishment ritual in the Codex Gigas.

Sprinkling holy water isn't enough, it needs to be in the devil's bloodstream.

* Infernal jaunt now correctly extinguishes the user.
Revival contracts no longer actually set the target on fire, but rather uses a fake fire.

* Pitchforks don't burn devils or soulless on use/pickup anymore.
Adds cast charge time to infernal jaunt, so that it's impossible to jaunt while already jaunting.
Adds feedback to using infernal jaunt to jaunt in.
2016-07-14 19:41:01 +12:00
AnturK
523a2b29fe Implant chair refactor (#19272)
Removes some copypasta
Refactors implant chairs. Adds some fun variations.
2016-07-13 12:59:06 +12:00
GunHog
e2cfcb0bd1 Aimed Fireball Spells! (#19030)
* Fireball Spell Changes

- Changes the fireball spell to be click-to-fire.
- Converted Devil and Wand fireballs as well.
- Moved some code to the /proc_holder level to work across the /alien
and /spell branches.

* Tweaks and Fixes

- Infernal Fireball is now a projectile and has the right explosion
values.
- Removed non-projectile spell versions of fireball, as they are unused
- Fixed fireball not seeking adjacent targets.
- Fixed incorrect bolding slashes.

* Fix

Fixes the fireball sometimes missing.

* Fixes and tweak

- Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables.
- Ranged abilities now remove themselves tries to use an ability in a
disabled state. (Such as being knocked out)
- Define for the click cooldown.
2016-07-05 09:06:01 +12:00
Jack Edge
a09544992c Merge branch 'master' into shuttle-processing
Conflicts:
	code/modules/shuttle/ripple.dm
2016-06-26 01:00:25 +01:00
Jack Edge
201da77121 Fixing some bugs with sparkles 2016-06-25 16:51:19 +01:00
Jack Edge
27d6c284ed Merge branch 'fun-balloon' into shuttle-processing
Conflicts:
	_maps/shuttles/emergency_bar.dmm
	_maps/shuttles/emergency_narnar.dmm
	code/modules/spells/spell_types/wizard.dm
2016-06-25 16:26:22 +01:00
Jack Edge
df9bd80c03 More spawn() removal and timers and stuff 2016-06-25 11:55:21 +01:00
Jack Edge
81a4e188bc Code review 2016-06-19 10:15:26 +01:00
Jack Edge
e33692b1c1 Removes spawn() from things I
- Removes from Sin of Greed slot machine (also cleans up the visible
message to make a difference between viewer and user)
- Removes from ferry request cooldown
- Removes from knock opening doors and closets
2016-06-19 01:06:51 +01:00
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
Jack Edge
5722bbe714 Sentience balloon added 2016-06-15 21:12:39 +01:00
kevinz000
fe3faada41 mekhihasnosenseofrightandwrong 2016-06-15 03:32:21 -07:00
lordpidey
f640d7ddb7 Devil fixes (#18520)
Numerous small fixes/changes/balances to devils.

Notable changes:
It now requires more souls to increase. It is now 3,7,12 souls, up from 3,6,9.
Devils now have extra rules, no coercing into signing contracts with violence, and no intentionally physically harming another devil.
Burial garment banishment now works on true devils. <--- Unreported issue, can I use that fix for the mergetoken?
Renamed all demon files to devil
Updated religious supplies to have burial garments.
Burial garments re-added to box/meta
Increased infernal fireball cooldown
Soulsellers can now use a pitchfork without being harmed.
Added new book crate, which includes a codex gigas to cargo.
2016-06-14 15:43:33 +12:00
PKPenguin321
1bb13e13da fixes spacetime distortions moving through spacetime (#18527)
fixes spacetime distortions moving through spacetime by anchoring them
2016-06-14 14:18:15 +12:00
oranges
b20a5642de Merge pull request #18473 from RemieRichards/setDir()
Set dir()
2016-06-13 00:03:44 +12:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
xxalpha
1a01acf4af Prevent the game from hanging if bullets find an infinite loop. 2016-06-10 19:47:55 +01:00
xxalpha
a33f30e87f Spacetime Distortion wizard spell. 2016-06-10 18:56:38 +01:00
oranges
07bd09da5c Merge pull request #18340 from coiax/fix-18338
Repulse sparkles now disappear
2016-06-09 09:14:32 +12:00
Mike Long
1fbd8d71f9 Merge remote-tracking branch 'tgstation/master' into jauntfix
# Conflicts:
#	code/modules/spells/spell_types/demon.dm
2016-06-08 13:20:04 -04:00