Commit Graph

380 Commits

Author SHA1 Message Date
kevinz000
cb295db91a remake (#20762) 2016-10-11 09:41:43 +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
oranges
16e23f2692 Merge pull request #20868 from lzimann/nonull
Hopefully fixes arm replacement not working
2016-10-10 11:25:33 +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
Lzimann
fd305f8a03 Fixes arm replacement not working 2016-10-08 19:44:32 -03:00
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
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
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
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
Incoming
418d45fa9d Fixes weird limb updating bug where once a limb became no_update it could never properly update again 2016-09-26 00:48:32 -04:00
Joan Lung
5c18e0d05e Merge pull request #20654 from Incoming5643/why_did_this_take_months
Lizard Sprites and Digitigrade Limbs: Day 0 fixes
2016-09-24 19:36:42 -04:00
AdamElTablawy
90ee0f1042 fixes a capitalization issue and changes desc of cursed heart (#20636) 2016-09-24 19:54:28 +12:00
Incoming
0a9a658ae6 Day 0 fixes 2016-09-23 19:08:52 -04:00
Incoming
4a14898e22 Merge branch 'master' of https://github.com/tgstation/-tg-station into why_did_this_take_months
# Conflicts:
#	code/modules/client/preferences_savefile.dm
2016-09-22 00:12:55 -04:00
Incoming
7cddb690b9 Fixes known bugs and cowtows to silly style guides 2016-09-22 00:06:56 -04:00
Lzimann
eaabbede28 Merge branch 'master' of https://github.com/tgstation/-tg-station into RemieRichards-prostheticsssss
# Conflicts:
#	code/_onclick/hud/human.dm
#	code/modules/surgery/bodyparts/dismemberment.dm
2016-09-21 19:47:47 -03:00
kevinz000
8a83df0d3b Arm Combat Cybernetic Implants (because toolset arm shanks weren't enough) (#20544)
* combat_cybernetics

* flashlight-arms

* surgery

* thiswillprobablyfixit...

* nopethatdoesntwork

* revert

* nerf

* prayingtornjesusitcompiles
2016-09-20 21:36:11 +12:00
Incoming
f5b68cf2c4 Fixes remie issues (not counting the ones I pointed out myself) 2016-09-20 00:30:08 -04:00
Incoming
b5d92f7a66 New lizard sprites and digitigrade limbs final initial pull 2016-09-19 23:09:50 -04:00
Incoming
68ada71758 Merge branch 'master' of https://github.com/tgstation/-tg-station into why_did_this_take_months
# Conflicts:
#	code/modules/surgery/bodyparts/bodyparts.dm
#	icons/mob/mutant_bodyparts.dmi
2016-09-12 16:35:08 -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
515bc4adb4 all "hand" /bodyparts correctly draw a HUD element 2016-09-11 19:16:02 +01:00
Remie Richards
78f3d8e705 Allows hands (any /bodypart with a held_index) to work via surgery 2016-09-11 19:13:07 +01:00
Remie Richards
f145a05f49 clarifies bodyparts != organs 2016-09-09 20:16:40 +01:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Incoming
5ece015017 If you see this commit it means I've forgotten to amend it 2016-09-01 23:26:00 -04:00
AnturK
645e99c1dc Merge pull request #20161 from KorPhaeron/surgery
Surgery Stat Tracking
2016-08-30 10:55:53 +02:00
KorPhaeron
f40fd2ba02 Surgery Stat Tracking 2016-08-27 19:25:55 -05:00
Iamgoofball
f04ccfddea [s] I give up and rename it to what it actually does (#20148)
* [s] stops bans

* My Immortal, the entire Baneposting script, Bee Movie, Inside Out script, and then WGW for good measure in a commit message
2016-08-27 00:32:20 -05:00
Shadowlight213
8a3e295175 Makes nutriment and reviver implants way easier to get 2016-08-21 17:04:55 -07:00
KorPhaeron
074bc50fb4 Damage Multiplier Config 2016-08-18 20:19:19 -05:00
Remie Richards
44486b256a Fixes being able to use an invalid limb for prosthetic replacement surgery
Checked for invalid limbs without actually stopping them
2016-08-12 21:54:23 +01:00
Remie Richards
57b2773146 Fixes being able to use an invalid limb for augmentation surgery
It told the user it was wrong, but never stopped them.
2016-08-12 21:50:19 +01:00
Joan Lung
9dac1b1be4 Bodyparts will now always appear above items and are not destroyed by the blob 2016-08-01 10:39:28 -04:00
Core0verload
c0746aec8d Sterilizine now reduces surgery step failure prob (#19337)
* surgery refactor

* Sterilizine now reduces surgery step failure prob

* Adds steriliizne sprayer to medical vendors
2016-07-18 09:21:48 +12:00
Jack Edge
ec1efeb52f Changes to changeling revive and regeneration 2016-07-08 08:25:14 +01:00
Xhuis
8a852f196b Removes shadowling (#18951) 2016-06-27 20:53:35 -04:00
Incoming5643
b622d10ecb Fixes three problems of my own identification/invention (#18824)
* Fixes three problems of my own identification/invention
1. Fixes meaty ores spawning with invisible "snack" meats
2. Fixes easyattachment limbs remaining in your hand sometimes
3. Mirrors the fix of all ghost role sleepers being exclusively male from my other, less mergable pr.

* I failed a spot check
2016-06-22 17:03:09 -05:00
Kyle Spier-Swenson
0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
Incoming
e33dd6dc70 Merge branch 'master' of https://github.com/tgstation/-tg-station into no_bones_about_it
# Conflicts:
#	icons/mob/actions.dmi
2016-06-18 18:57:17 -04:00
Incoming
64c829bd1f Fixes poited out errors and spelling mistakes
the floral suppository now mutates pod people
adds a proper icon for limb regeneration
slime people can't consume their own head
2016-06-18 18:42:39 -04:00
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
Core0verload
bb43219915 Rebalances radioactive microlaser (#18537)
This PR is aimed at making radioactive microlaser less useless.

Radioactive microlaser is now a subtype of health analyzer. Using it on someone would print out target's health status. Useful for stealth. You can disable this in microlaser's menu.

You can disable microlaser's irradiation in the same menu. Just in case you want to check your own health without carrying a real health analyzer.

Radioactive microlaser has it's max rad output increased 200%.

Radioactive microlaser cooldown is cut in two.
2016-06-17 09:11:52 +12:00
AnturK
50807d454b Merge pull request #18494 from phil235/BlastDoor
Blast door fix and ling limb regen
2016-06-13 12:45:56 +02:00
oranges
17c9a665de Merge pull request #18485 from Incoming5643/jersey_uprising
Repairs Spray Tan
2016-06-13 14:05:29 +12:00
Incoming
e4d57634e4 Merge branch 'master' of https://github.com/tgstation/-tg-station into no_bones_about_it 2016-06-12 17:55:22 -04:00
oranges
d7c748a558 Merge pull request #18472 from phil235/HackyShit
Fixes Synths
2016-06-13 09:24:52 +12:00
phil235
6227762d9b Fixes blast doors not being crowbarrable when out of power.
Changeling regenerative stasis now regenerate limbs, except the head.
2016-06-12 12:45:07 +02:00
Incoming
3e05af6492 repairs the rare orange skintone 2016-06-11 22:08:56 -04:00