Commit Graph

105 Commits

Author SHA1 Message Date
PJB3005
8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
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
Cyberboss
5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00
PJB3005
7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
PKPenguin321
b0d0ed7683 Ash walker tendrils now heal 5% of their HP upon feeding (#22915)
* limbs no longer have throwforce

* makes tendrils heal upon eating people instead

* undoes changes to bodyparts.dm

* fancifies the healing to use a proc
2017-01-11 19:49:09 -05:00
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
ExcessiveUseOfCobblestone
66daa9613c Fixes Syndicate Scientist Lavaland Role
Removes Agent ID card and replaces with syndicate access on their actual id.
2016-12-28 01:10:21 -05:00
XDTM
854eb19e9b Refactors mineral golem code (#22354)
* Improves code

* old comment

* p_their actually

* just in case
2016-12-23 09:35:26 +13:00
KorPhaeron
4b84e1d3cf Fixes syndicate base access (#22225) 2016-12-18 19:52:48 +13:00
Shadowlight213
073631c665 Fixes mob_spawn effect syndicate ID access. (#21956) 2016-12-06 10:58:50 +01:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
KorPhaeron
17dfda0f4d Syndicate Base Update 2016-11-28 20:32:32 -06:00
XDTM
23906c811a Adds more golem types, adds golem shell creation with adamantine slimes (#21708)
* Diversifies golems

* Golems

* fixes a bug

* Glass golem + species bullet_act support

* Glass shatter

* More golems

* Final changes

* Added to xenobio

* update

* minor space

* Totally bananas

* silly me

* what Joan said

* Updated titanium, plastitanium, and alloy golems.
2016-11-28 18:34:08 +13:00
KorPhaeron
8042917954 Fixes bug with baseturf helper 2016-11-21 21:03:51 -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
phil235
100ee04475 make necropolis gate indestructible again. 2016-10-20 00:12:35 +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
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
Cheridan
1e92582bdd Merge pull request #20698 from ChangelingRain/imtransandthisisapresenttoyall
Adds some pronoun helpers
2016-09-29 12:41:27 -05:00
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
Joan Lung
29b4c6a8ff like a furious buzzing bee, or some metaphor or something. 2016-09-26 16:50:49 -04:00
Joan Lung
7711fba9bd The Hierophant (#19921)
* HIEROPHANT

* whoops

* that'd be hilarious but unwise

* BIRD_SCORE

* density

* BIRD THREAT

* maybe a threat tm

* danger boss

* it's always the paren

* bird murder

* recall

* no message

* yelling bird

* time
time
come on, time
time
shades

* A ruin!

* I think five blasts is enough

* birdboss wants you dead

* giant boss arena

* hierophant no longer literally unfightable

* smaller ruin?

* no longer innate

* can toggle friendly fire, teleport is AoE

* comments!

* just fucking spawn the arena wew

* heal on resetting

* not as common

* I cannot be trusted

* eeeh

* !

* keep it off the station

* as common as sin

* stop cheesing the boss you asshole

* this looks better

* that ruin didn't even exist what the fuck

* wew

* rip

* it doesn't need full healing if it heals for half when it resets

* good for fighting mobs

* rune where you are

* mechanics; armor doesn't fucking matter rip you

* armor matters but not much so

* )

* meaner than hell and more likely to kill you

* remove those beasts from my beautiful square house

* fix

* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser

* start higher scale to the same

* the ruin that doesn't exist and costs 10 points to place

* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be

* accurate

* tracking

* boring unused lore

* it needs to be open, oranges. open.

* I did that specifically to note which commit it was on ree

* oh there's a proc for that. duh.

* logging is good

* horrifying

* the marginal kindness of a giant bird boss

* ruin tweak

* idiot bird

* adjust
2016-09-05 10:05:35 +12:00
AnturK
6c63593be6 Merge pull request #20091 from Cruix/bigger_disks
Added technology and design disks that can hold more than one entry.
2016-08-29 09:47:13 +02:00
KorPhaeron
459ab8d949 Mapping object to help set baseturfs (#19962)
* Mapping Helper

* Minor fix
2016-08-26 09:01:12 +12:00
unknown
768a7da720 Added technology and design disks that can hold more than one entry. 2016-08-24 18:30:07 -07:00
Joan Lung
0ad2a3c4df Containment fields can no longer contain megafauna 2016-08-15 18:02:22 -04:00
Incoming
18a7b0c606 Fixes a ton of area designation in space ruins that was causing ruin overlay
Deconverted ruins that were converted to tgm because the primary reason to use tgm (reduces merge conflicts) doesn't really matter on small, isolated ruin files.
2016-08-13 18:09:56 -04:00
Cheridan
2bb568bf2b Adds an aesthetic new space ruin with original content (hi bawhoppen) (#19275)
* Adds an aesthetic new space ruin with original content (hi bawhoppen)

* do you understand its all in your hands its your move

* i made up my mind
time is running out
2016-07-14 14:21:49 -04:00
Xhuis
d818ccee79 Necropolis Beautification (#19134)
* Lavaland patch

* Conflicts

* Now with 100% more compiling

* Removes balance changes

* Conflicts 1

* Conflicts 3

* Updates the map
2016-07-05 20:15:19 -04:00
MMMiracles
69c676617b Making Space Great Again (implying it ever was): Part Uno (#19085)
Adds space ruins. Balance not included.
Simple mob ghosts actually work now.
Puzzle1 ruin removed due to issues with projectiles.
2016-07-05 00:02:42 +12:00
Xhuis
2ab3f554d9 Refactors weather into a subsystem (#19003)
Weather has been refactored from a weather control machine on the lavaland z-level into a subsystem. All existing weather has been changed to accommodate this change, and their code has been optimized by using addtimer() instead of sleep().

The new subsystem also supports adding weather to any z-level; for instance, if you made a weather called /datum/weather/rain_storm and made it target z-level 3 with a 100% probability, the rain storm would occur as much as possible with 5-10 minute intermissions. These intermissions take into account the weather's duration.
2016-07-04 13:55:36 +12:00
Core0verload
e78451796f Mining tweaks, fixes and balance changes (#18697)
Tweaks and QoL changes:
    Kinetic accelerator now supports seclite attachment.
    Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
    Miner's roundstart crowbar now spawns in box instead of backpack.
    Preserved legion core no longer sparks and has a telling desc.

Balance changes:
    All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
    Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
    Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
    Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
    Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.

Fixes:
    Updates miner's corpse and mining wardrobe with new lavaland gear.
    Fixes envy's knife path.
    Fixes wing potion's misguided racism.
    Fixes #18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
2016-06-28 21:58:57 +12:00
oranges
0432cd9bb4 Merge pull request #18484 from coiax/random-space
All of space is now randomised
2016-06-23 09:12:48 +12:00
oranges
6b1ba6adec Merge pull request #18767 from ChangelingRain/legiondoor
Fixes legion door alert
2016-06-22 09:51:06 +12:00
Joan Lung
e3c8345a51 Fixes legion door alert 2016-06-20 12:46:44 -04:00
Jack Edge
5da579b7c4 Merge branch 'master' into random-space
Conflicts:
	_maps/asteroidstation.dm
2016-06-20 13:06:08 +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
Jack Edge
510efdd9a5 Re-adds golem design disk code 2016-06-17 19:48:01 +01:00
Xhuis
df08005b60 Two fixes 2016-06-17 00:13:17 -04:00
Xhuis
75d9e4174f [s] Lavaland Patch (#18398)
* Commit squash before update to master

* Removed repathing and slot machine shenanigans

* Legion spawn changes

* Map edits, round II

* Some changes

* Removes map changes, hopefully

* Conflicts 1

* Updates the maps

* Conflicts 2

* How about now?

* Remaps the colossus arena

* Restores old colossus spawning
2016-06-16 22:00:09 -05:00
Jack Edge
d4118f8798 Cleaned maps, ruin verbs
Also converts some into tgm
2016-06-12 01:32:59 +01:00
MMMiracles
ffcde7ffe5 what is testing code? 2016-06-06 14:56:02 -04:00
oranges
2bc1504007 Merge pull request #18226 from MMMiracles/evenMORERUINS
lava ruins
2016-06-06 01:24:43 +12:00
KorPhaeron
9fe108be27 Uses proper defines 2016-06-04 19:50:48 -05:00
MMMiracles
6044713cea gives mining autorifles 2016-06-03 19:02:34 -04:00
KorPhaeron
61f7383542 Fixes some ruin runtimes 2016-06-03 15:01:14 -05:00
KorPhaeron
5db8a76217 Revert "Updates some lavaland ruins and adds new ones." 2016-06-01 16:47:16 -05:00