Commit Graph

92 Commits

Author SHA1 Message Date
Joan Lung
08cc485e98 glowy shit 2017-03-06 20:35:57 -05:00
Joan Lung
10100f1d9f Glowshrooms now have colored light 2017-03-06 13:19:40 -05:00
Pieter-Jan Briers
b5b93e51f7 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-18 16:52:07 +01:00
XDTM
6d1b976cbf Adds a bluespace crystal material, balances some R&D recipes around it. (#23984)
* Everything

* FAKE CRYSTALS

* make up your mind

* eat your bluespace, dear

* Reverts upload board cost, increases power of reaction_mob teleport
2017-02-17 09:50:49 +13:00
PJB3005
8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
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
Fox McCloud
06564598ee Botany Fixes (#23404)
* Botany Fixes

* styling

* further fixes

* explosive vine fix
2017-01-29 13:41:52 +01:00
Joan Lung
10d429ca72 Merge pull request #23252 from KorPhaeron/planks
Fixes trees runtiming when cut into planks
2017-01-23 18:00:27 -05:00
KorPhaeron
fc9646b7a9 Fixes trees runtiming when cut 2017-01-22 16:45:39 -06:00
Fox McCloud
5e20406cfe Alters Dried Jerky and Raisins (#23121)
* Alters Dried Jerky and Raisins

* redundant.
2017-01-21 22:31:25 -05:00
PJB3005
e2386a8bd8 Have some code 2017-01-17 22:54:05 +01:00
PJB3005
7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
TehZombehz
d0d24621ad Various Tator Tot Fixes (#22702)
* Various Tator Tot Fixes

Fixed missing sprite, some minor punctuation, and potato wedges not
properly processing into fries.

* More grammatical fixes

Removes an extra 'the' and capitalizes one sentence.
2017-01-06 09:53:45 +13:00
Kyle Spier-Swenson
bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
Fox McCloud
11351543ee Adds Random Seeds and a New Trait and Further Gene Datumizing (#22050)
* Adds Random Seeds and a New Trait

* duplication

* weed rates and chances

* fixes rates

* faster random reagents
2016-12-13 15:00:42 +13:00
Fox McCloud
be94e4f76a Converts Hydroponics oneharvest var and Potato's Battery Quality into Plant Genes (#21983)
* Converts Hydroponics oneharvest var into a Plant Gene

* plant batteries

* plant types

* stinging
2016-12-08 12:43:23 +13:00
MisterTikva
78c7d89110 Fixes gatfruit and ghost chili names (#21968)
* Update chili.dm

* Update misc.dm
2016-12-07 22:27:51 +13:00
MisterTikva
0db492b1dd Implementing unused hydroponics code and some other botany tweaks. (#21938)
* Update plant_genes.dm

* Update berries.dm

* Update pumpkin.dm

* Update melon.dm

* Update root.dm
2016-12-07 09:42:21 +13:00
Razharas
4993e2146b Merge pull request #21888 from XDTM/VineCodeScaresMe
Fixes a couple of kudzu bugs
2016-12-03 21:26:17 +04:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
XDTM
fc8d1d6be3 Fixed bugs 2016-12-02 00:46:49 +01:00
oranges
3f667205e8 Merge pull request #21611 from Cruix/grass_fix
Fixed grass on the ground giving too much astroturf
2016-11-19 22:35:17 +13:00
unknown
355133e0a4 Fixed grass on the ground giving too much astroturf, cleaned up grass code. 2016-11-17 20:18:50 -06:00
NikNakFlak
b9a9695793 HELP AFTMAINTENENCE TRAITOR! EBO! ACK! 2016-11-16 16:04:24 -07:00
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
XDTM
8b58555485 Firelemon explosion is now delayed (#21199)
* Timer

* other way around
2016-10-29 11:29:29 +13:00
Joan Lung
4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +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
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +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
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
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
phil235
6102b49a04 Revert "Fixes kudzu loosing mutations on harvest" (#20679) 2016-09-25 22:38:39 +02:00
Razharas
edbd1bc965 Fixes kudzu loosing mutations on harvest (#20662)
* Fixes kudzu loosing mutations on harvest

Fixes kudzu loosing mutations on harvest

* . = ..()

. = ..()
2016-09-25 19:50:53 +02:00
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
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
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
Core0verload
ef8cb75bea Removes duplicate ..() (#20167) 2016-08-27 23:01:44 -05:00
NikNakFlak
fab4bcfeab Merge remote-tracking branch 'upstream/master' into makelife
Conflicts:
	code/modules/hydroponics/grown/citrus.dm
2016-08-23 17:08:36 -07:00
NikNakFlak
d9ddba9361 Fixes a copypasta error 2016-08-23 16:59:10 -07:00
NikNakFlak
b43ac4eb9c whoops 2016-08-22 15:25:25 -07:00
ExcessiveUseOfCobblestone
ac5bde1a7f Removes Partial Credits for Already Discovered Seeds + MoneyTree Potency Edit (#19975)
* Nerfs Seeds & Money Trees

* give them the D

* REMOVE IT ALL

* Update seeds.dm
2016-08-23 09:06:59 +12:00
Joan Lung
33b6445b64 Merge pull request #19730 from Ergovisavi/bonfire
Bonfires from Botany
2016-08-08 11:22:07 -04:00
Ergovisavi
28b476ab6d Bonfires from Botany 2016-08-08 04:07:18 -07:00
lordpidey
9d07476ab7 adds growth serum, puts it in fly amanita (#19654)
* adds growth serum, puts it in fly amanita

* changes reagent check to cycle check

* Growth serum now works, and if you have more than 20 units in you at a time, you will pulsate between sizes.

* Update other_reagents.dm

Removes erroneous typecast.
2016-08-05 11:58:19 +12:00
PKPenguin321
50428a372c Replace istype with is_sharp
For carrot shiv creation
2016-07-18 21:45:25 -07:00
Firecage
da3da71e29 Misc Botany changes. (#19240)
* Names the cannibas leaves and enables weapon/grown to be added to the smart fridge

* Gives cannabis seed packets sprites consistent with other seed packets, and so they also look different.
2016-07-11 19:11:54 +12:00