Commit Graph

383 Commits

Author SHA1 Message Date
Cyberboss
4ed57234b7 Ports some low level New()s to Initialize (#24211)
* Revert "Revert "Ports some low level New()s to Initialize""

* Fixes #24202

* Fixes #24197

* If ever it were to exist, it belongs here
2017-03-06 19:19:14 +01:00
Kyle Spier-Swenson
bf39570688 Lagchecks removing from storage, reverts bluespace ore satchel limit (#24310) 2017-02-24 16:22:57 +13:00
Cyberboss
56a6eaa8e6 Overlay queuing (#23922)
* Overlay queuing

* Fix SS flags

* Don't copy on assignment

* Flags processing

* Fix icon_smoothing

* MSO's helper proc

* Legacy detection

* Make it work

* Fixes shitcode

* Fix the flag

* |= -> +=

* OK, how did I fuck that up?

* shitcode

* Conditional assoc queue while initializing

* Cleanup everything

* Orange meme

* This isn't perfect, but its the best byond will give us.

* forgot about dir

* oh ya

* This was litterally the last thing i did last night before heading to bed

You can tell can't you?

* Fixes various shit

* Let's not ever pause

* Fix the flag

* Cleaned up some missing shit. Added image dummys

* Remove the one usage of FPRINT

* Jesus get rid of this
2017-02-22 21:44:55 +13:00
Cyberboss
1e7603178a Revert "Ports some low level New()s to Initialize" 2017-02-17 20:53:28 -05:00
Cyberboss
aa82645401 Ports some low level New()s to Initialize 2017-02-15 09:24:52 -05:00
kevinz000
70dba6e3c8 [READY]Allows people to ride around on cyborgs (#23440)
* cyborg_riding_revival

* Knockoff Damage

* ...

* Restraint checks

* Update silicon_defense.dm

* Fixes throwing humans through a wall...

* no cyborg stacks

* wew wew human harm wew wew

* Fix

* ...

* FOR_THE_LOVE_OF_GOD_WILL_YOU_JUST_FIX_PLEASE

* armchecks

* ... What?

* Fixes..

* .

* honk

* stuffs

* fixes

* fine basilcuck

* fixes

* done

* eMAAAGS

* f i x e s

* this better fucking fix reee ;-;

* fix?!

* all_ready

* hm.

* fixes

* fixes...

* woops

* fixes

* defines

* ready
2017-02-10 20:22:40 +13:00
Cyberboss
b86e224571 Makes qdeleted and qdestroying macros (#23666)
* Makes qdeleted and qdestroying macros

* Makes QDELETED and QDESTROYING uppercase

* Swap qdel checks istype's for != null's

* Fix it

* How was this missed?
2017-02-06 00:59:27 +13:00
Cyberboss
3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00
coiax
36c1042939 Ash is in bigger piles if the object was bigger (#23085)
It also doesn't erase the previous description.
2017-01-21 18:57:40 -05:00
Cyberboss
4636e14923 Removes dupe armor initialization 2017-01-13 18:18:20 -05:00
Mervill
091c5c669f Fixes runtimes related to blowing up 25 vending machines at once (#22855)
* throw_impact() checks that A exists, preventing issues with violent explosions

* also check !qdeleted(A)
2017-01-10 10:00:42 +13:00
Mervill
49d51da5c5 adds weightclass2text(), updates package names based on item size 2017-01-02 18:02:40 -08:00
Kyle Spier-Swenson
280dbe20c3 [Ready] SSthrowing + callbacks! (#22476)
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up

* Smoother tentacles

* Some improvements

* Missed a spot.

* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste

* >PRs open that use procs i'm removing.

* STOP THE PRESSES!

* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.

* Item throwing now imparts the momentum of the user throwing.

(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)

* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.

* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."

* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
2017-01-02 20:08:03 +11:00
XDTM
1e96ccddb3 Reduces lag caused by bags (#22562)
* Prevents message spam and lag

* Typecache and less rustling

* enforcement go home
2017-01-02 02:11:42 +13:00
XDTM
42792b1404 RENAME REWRITE SAME THING 2016-12-13 01:17:02 +01:00
XDTM
bc7379c7ed sorry oranges 2016-12-13 01:06:11 +01:00
XDTM
993989d360 W 2016-12-12 01:20:11 +01:00
XDTM
2cd81e50ca Keep functionality 2016-12-12 00:17:30 +01:00
XDTM
17299f26c8 Fixes backpack violence 2016-12-11 23:52:08 +01:00
ExcessiveUseOfCobblestone
7ab477a06a Small Renaming Oversights (#22068)
* small oversights h-h-honk

* honk

* does the joan

* keeping tabs

* fixes else ..()
2016-12-11 19:51:53 +13:00
Joan Lung
e6df49f3de Revert "Removes left inhand files, automatically mirrors inhands" (#22085) 2016-12-09 18:27:25 -05:00
oranges
f06766b3bb Merge pull request #22032 from KorPhaeron/iconreflections
Removes left inhand files, automatically mirrors inhands
2016-12-10 10:27:42 +13:00
Kyle Spier-Swenson
dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
KorPhaeron
ace673e829 Removes left inhand files, automatically mirrors inhands 2016-12-07 23:34:12 -06:00
oranges
deb718e876 Merge pull request #21899 from ChangelingRain/slabsgoinpockets
Starting servants may get their slab in a pocket instead of always in their backpack
2016-12-04 23:13:31 +13:00
Joan Lung
1fd4010b3c Starting servants may get their slab in a pocket instead of always in their backpack 2016-12-02 17:07:19 -05:00
Mervill
5d56eeb96c oh, and this 2016-12-01 21:39:02 -08:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Mervill
b5578df27d corrects some defs without leading slash (#21843) 2016-11-30 20:05:14 +13:00
swindly
9f206a292b Allows dice to be rigged and adds microwave_act() (#21545)
* gary needs a new pair of shoes

* -1 -> FALSE

* microwave act

* does that stuff

* fixes more stuff
2016-11-16 13:14:36 +13:00
AnturK
e1a4e8a1db Adds a ventriloquist dummy. (#21511)
* Dummy inital

* Adds dummies to meta and box.

* Minor inhand touchup

* Spelling and log
2016-11-14 12:04:55 +13:00
oranges
86a8d8a7f5 Merge pull request #20962 from phil235/hit_message
No more message spam when you witness someone being attacked or shot
2016-10-18 09:17:41 +13:00
phil235
e74de9b357 Merge branch 'master' of https://github.com/tgstation/-tg-station into damage_fix
# Conflicts:
#	code/modules/mob/living/carbon/carbon_defense.dm
2016-10-16 12:19:48 +02:00
phil235
3367f0bde4 Fixes supermatter shard being destroyed by fire.
Buffs the hp of items, backpacks and clothes.
Fixes storage items not dropping their content if destroyed when worn by a mob.
Simplifies acid_melt() and burn(), we no longer try to acid/burn the content of an object that just burn/melted.
Nerfs damage to clothes from bombs when worn by a mob.
Fixes worn clothes taking damage when mob is hit by holo weapons.
2016-10-15 01:14:04 +02:00
Cuboos
bf079d29d4 POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.

Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)

Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.

Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)

CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.

CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)

Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
2016-10-14 10:19:23 +13:00
phil235
1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00
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
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
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
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
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
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
oranges
438b46cc17 Prevent infinite loops with DROPDEL items
We unset the flag just before calling qdel, preventing infinite loops
where the objects Destroy calls dropped, which is the case for a
number of items
2016-09-14 23:48:25 +00:00
Joan Lung
313ecf3843 Merge pull request #20498 from phil235/RewriteMegaphone
Megaphones no longer have special say code to handle their effect.
2016-09-14 16:35:01 -04:00
phil235
441a88c488 Megaphone no longer have special say code to handle their effect.
The megaphone is no longer used by clicking it and entering a message, you simply keep it in your active hand and talk normally.
Remove the insults feature of the emagged megaphone. The span of the emagged megaphone is now big and red.
2016-09-13 18:27:55 +02:00
AnturK
4709b5229b Merge pull request #20475 from optimumtact/throwat
Fix a bunch of incorrect throw_at proc definitions that caused a runtime
2016-09-13 15:41:00 +02:00
oranges
6fbcc6e26b Fix a bunch of incorrect throw_at proc definitions that caused a runtime 2016-09-12 22:09:52 +00:00
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
897e8c5b88 Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work
Conflicts:
	code/game/objects/items/weapons/storage/storage.dm
2016-09-02 18:04:18 +01:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00