Commit Graph

159 Commits

Author SHA1 Message Date
Joan Lung
f36940d1c0 Circuit tiles now glow faintly (#24722)
* Circuit tiles now glow faintly

* one missed
2017-03-07 21:04:04 +01:00
jughu
a2b621c6de Removes space bar from ruin list (#24707)
* Update space.dm

* Delete spacebar.dmm
2017-03-06 12:22:45 -06:00
coiax
b3a52289ef Posters refactor (#24548)
* Posters refactor

- Posters now use a simple type-per-poster definition, rather than some
large global lists requiring sprite numbers to be the same as entries in
a list.
- Putting a specific poster on a map now simply means putting the
specific type that you want, rather than var editing (often
unsuccessfully).
- There are random all-posters, random contraband posters, and random
official posters for mappers too.
- Ripped posters are now their own type.
- The potential to make additional classes of posters has been left
open, I'd like to move a bunch of the advertisement posters to their own
catagory, and clean up the "official" category to be more obviously
on-brand.

* Updates DeltaStation

* Changed the maps of Metastation

* OmegaStation posters updated

* Updated Pubby posters

* Map merged?

* Updated away mission and ruin posters

* Removes vars from garbage
2017-03-03 11:16:19 +13:00
coiax
3dee7c96b6 Drone shell changes (#24379)
* Drone shell changes

Fixes #24376.

- Drone shells are now points of interest.
- Derelict drone shells are now just dusty drone shells.

* For GUN_HOG

* Adds ushanka to derelict drones

* Less compiling errors
2017-02-27 12:28:31 +13:00
Tofa01
1c4e0f832a Fixes ID Access For Player Sleepers & Fixes Space Bar Access To Kitchen Freezer (#24430)
* Fixes space bartender not able to access kitchen freezer

* Fixes id_access on awaymission sleepers
2017-02-26 15:31:55 -06:00
Daturix
b8dc3ededc Adds portable seed extractor to ash walkers (#24286)
take 2.
2017-02-21 17:49:55 -06:00
uraniummeltdown
e479e28245 fixes incorrect shuttle engine propulsion dirs 2017-02-21 18:23:51 +04:00
ma44
ce424a7210 Syndicate Lavaland Base QoL Changes (#24189)
* Update lavaland_surface_syndicate_base1.dmm

* Update lavaland_surface_syndicate_base1.dmm

* Update lavaland_surface_syndicate_base1.dmm
2017-02-20 10:08:50 +13:00
AnturK
6470464ec1 Map Decals v.2 (#23385)
Simple decal system to replace turf stacking and icon state duplication.
Plus simple script to help with path updates that are bit more complicated that search&replace.
Fixes caution tiles turning into space.
Fixes flipped corner decals.
Fixes gas list property whitespace on replacing.
2017-01-30 10:20:39 +13:00
Leo
d215e0ca4b Removes deepstorage ruin and fixes blackbox stats gathering (#23407)
* Removes deepstorage ruin.

* lziisanerd

* jordieisanerd
2017-01-28 14:28:21 +01:00
Leo
2947408e09 Revert "Turf decals + path update helper" 2017-01-26 17:03:25 -02:00
AnturK
bf20de19f6 Turf decals + path update helper (#22887)
* Decal + Path update helper initial

* decal definitions

* Changes

* Updated script

* Bugfix & some pep8

* Default paths in filter rules

* return to crash

* Removes unused paths.

* Removes redundant icon_states

* capitals

* Maps v6 - run out of comments
2017-01-26 22:59:17 +11:00
oranges
9ee14ee4cb Merge pull request #22684 from Bawhoppen/fix1
Fixes cables instantly breaking on that weird space ruin referencing that russian server
2017-01-05 19:06:46 +13:00
Haevacht
b0e26a798e Flan Refactor + spellaftereffects (#22589)
* Splits the water flan away from the base and adds spellaftereffects

* updates the tomb

* fixes them dying in spess thanks joan

* slowly learning how procs work

now with 100% less trailing returns, fire flans extinguishing and 100%
more comments about varedits
2017-01-04 07:31:06 +13:00
Lularian
7036c5f2e7 fix 2017-01-03 06:54:39 -06:00
Razharas
7c36e30120 Merge pull request #22591 from lordpidey/greedfix2
Fixes lots of runtimes when ruin of greed spawns.
2016-12-31 18:11:48 +04:00
Mike Long
d346ce2c2d Fixes lots of runtimes when ruin of greed spawns. 2016-12-30 03:38:26 -05:00
Cyberboss
b113e87085 Fixes #22574 (#22578) 2016-12-29 22:01:05 -05:00
Leo
630e3d6a2a Replaces in-map var edited notebook floors to an actual subpath. (#22537) 2016-12-29 21:53:53 -05:00
oranges
053cf8662e Merge pull request #22533 from lzimann/korplsbebetteratmapping
Adds some missing areas to the syndicate base lavaland ruin.
2016-12-30 00:55:10 +13:00
Lzimann
ac8f37db52 Adds some missing areas to a lavaland ruin. Removes an empty map. 2016-12-28 10:03:47 -02:00
Mike Long
d35e774122 Hopefully fixes an atmos runtime in greed ruins. 2016-12-27 05:42:06 -05:00
Joan Lung
2c39711ab5 New Hierophant sprites (#22404)
* New Hierophant sprites

* actual boss sprites: MAYBE

* byond does not actually catch this error

* anomaly

* I'm a sucker for stupid-ass puns
2016-12-26 19:30:37 -05:00
Shadowlight213
ec387c8258 Fixes active turfs on ruins (#22339)
Fixes infinite loop and runtime with ruin loader running out of ruins to pick from
2016-12-22 09:11:38 +01:00
TehZombehz
e9b6126900 Replaces derelict drone spawn (#22340)
Replaces the drone shells on the derelict space station ruin with unique
drone shell spawns, making them detectable via the orbit command, like
most lavaland ghost role spawners currently are.
2016-12-21 11:54:16 -05:00
Haevacht
a6711a7003 Tomb of the Dragoon, and the Sky Bulge lance (#22270)
* Sky Bulge Commit mk2

WORK THIS TIME.

* Indentation.

* Jordbord's suggestions

Incorporated. The bone spear line was also doubletabbed I was set up!

* FUCKING INDENTATION

* the flan update

they don't exist in world but here have a mob

* we fireflans now

also isliving is in now, just gotta actually map a thing

* the tomb update

it's bigger now

* .gitignore revert

* workpls

* Revert ".gitignore revert"

This reverts commit 1fefd34fc7c0dbc8f1f353a95e53665e03ba75cf.

* workthistime

* Revert "workthistime"

This reverts commit 214509d5abda941c470708431536ccd715334e8e.

* well it's the closest gitignore fix so far

* fix dme change

will need to be loaded for the map part to work though

* gitignorerevert take 43

* jordbord fix mk 2

* includes flan.dm in the .dme
2016-12-19 00:12:12 +11:00
Mervill
309adf96c3 Pens can now be placed on top of paper bins :shock: 🚀 (#22195)
* pens can now be placed on top of paper bins :shock: 🚀

* refactor

* fix
2016-12-18 19:49:03 +13:00
Firecage
3648991237 Adds Titanium Airlocks (#22141)
* Adds Titanium Airlocks

* Adds Glass titanium airlock, and non-functional assembly for it.
2016-12-17 10:29:02 +13:00
erwgd
d2bea7e579 Smartfridge improvements (#22173)
* Moved fridges var list
Examining a smartfridge board tells you its current setting
Renamed 'default' smartfridge setting to 'plant produce'
Described drying rack
Added a setting and subtype of smartfridge for food
Space Hotel fridge is in the food configuration

* Made fridges list static
2016-12-16 11:02:38 +13:00
WJohn
7e15272314 Fixes a few space and lavaland ruin bugs. (#21908)
* Fixes lavaland beach and winter biodome.

* Fixes areas on listening station, fixes cabling in space hotel and converts both to tgm.
2016-12-04 12:55:23 -05:00
Cheridan
89d3752276 Merge pull request #21584 from RemieRichards/swarmer_boss
Adds a new boss: Swarmer Swarm [Now a Ruin]
2016-12-01 07:47:54 -06:00
KorPhaeron
17dfda0f4d Syndicate Base Update 2016-11-28 20:32:32 -06:00
Remie Richards
e95fa57f3a Swarmer Boss is now in a Ruin (Cost 20) 2016-11-25 17:58:49 +00:00
KorPhaeron
7dd3dccbe9 Forgot turf editor 2016-11-21 21:02:40 -06:00
KorPhaeron
3c769285e4 Syndicate Lava Base Remap 2016-11-21 20:37:05 -06:00
KorPhaeron
594e34576e Syndicate Lavabase Ruin (#21550)
* Syndicate Base

* Secret Base

* Forgot a file

* Gives the base red floors and syndie walls

* Fixes compile errors

* Makes sure you can't steal the bombs

* Adds some uranium
2016-11-19 13:44:34 +13:00
Cyberboss
c2b6730e9a Adds a prototype for dead/impregnated facehuggers. Replaces all existing ones with it (#21434)
* Fixes #21331

* Accidentally commited using -a

* Fixes z5

* Adds one for the impregnated variety as well
2016-11-11 10:20:00 +13:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
Lzimann
ec130ad4fe Fixes bad area in pizzaparty ruin 2016-10-22 18:59:36 -02:00
phil235
19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
KorPhaeron
cbb48047c7 Probably fixes some runtimes 2016-10-12 14:58:05 -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
Shadowlight213
c2885708ca Fixes a few roundstart active turfs 2016-09-28 18:55:08 -07:00
phil235
6d0462e26e more map fixes. 2016-09-28 23:40:06 +02:00
phil235
06736d5fe8 fixes map conflicts. 2016-09-27 23:32:43 +02:00
AnturK
6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +02:00
Cheridan
94bb371f30 Merge pull request #20402 from ChangelingRain/iwasabillionlittlepiecestilyoupulledmeintofocusastronomyinreverseitwasmewhowasdiscovered
Makes cult structures destructible and readds them
2016-09-10 11:43:59 -05:00
Joan Lung
eec5ca0823 that which is done is done 2016-09-08 10:13:13 -04:00
Joan Lung
d9e96145a4 Makes cult structures destructible and readds them 2016-09-08 09:54:01 -04:00