Commit Graph

33654 Commits

Author SHA1 Message Date
Timberpoes
f457ad5f02 Slaughter Demons no longer have an infinite range, point-and-click attack that can also be used while phased. (#56495)
Fixes this by adding an adjacency check.
2021-01-30 21:25:06 -03:00
Kylerace
98f58208c8 Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#55645)
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.

Fixes #41485 because the matches become part of the spawned list created by ssatoms
Fixes #54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes #55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes #49318 because the holodeck no longer creates new areas like the original did

This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.

The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
2021-01-30 11:56:29 -03:00
Putnam3145
c96ede586c Fixes some awful, awful initial gas mixes. (#56403)
Best not to have shitty, broken code that should've kept a PR from being merged in 2018 that never got fixed around, right?
2021-01-30 00:05:01 -05:00
c420-o
7e0bb2783b Swag outfit added (#56491)
Swag outfit added
2021-01-29 19:55:23 -08:00
Y0SH1M4S73R
75da4a0b70 Visual Indicator for Bad Touch Quirk (#56474)
Adds a visual indicator for when you trigger someone's Bad Touch quirk.

Players who have this quirk may not have the time to convey that they do
when hugged, as the hugger may be off-screen by the time the quirk holder
has finished typing a say or emote. This provides a clear indicator that
the quirk holder gets a negative moodlet from hugs.

Co-authored-by: Y0SH1M4S73R <Y0SH1M4S73R@github.com>
2021-01-29 14:54:17 +00:00
Coldud
8753acdff6 cryoxadone now tastes like blue gatorade (#56452)
* cryoxadone now tastes like blue gatorade

* blue
2021-01-29 14:40:32 +08:00
TemporalOroboros
11b3d16edb Adds logging to uplinks, spellbooks, and the codex ciatrix (#56450)
* Initial logging

* Bugfix and adds uplink logging to config file

* Another bugfix
2021-01-29 14:34:59 +08:00
RaveRadbury
2542a7a078 Adds gun-shyness (#56463) 2021-01-29 14:29:38 +08:00
elle
3fa2ad5c99 fixes various grammar issues (#56446)
fixes misspellings of 'permanently'
fixes grammar with bandaging wounds on yourself
2021-01-28 17:23:30 -08:00
MrMelbert
6908705ffb Log nuclear arming and disarming (#56451)
Recently a fluke-ops round went down there the nukies armed then immediately disarmed the nuke and no one was sure who disarmed it by accident. When I went to check the logs I realized we don't log who starts or stops a station destroying event?

This PR adds messaging and logging to arming and disarming nuclear devices.
2021-01-28 17:21:20 -08:00
RaveRadbury
1a7314b4ff Fixes mime scream (#56466)
Mimes act out screams when their vow is active
2021-01-28 17:16:48 -08:00
RaveRadbury
09d9069177 Audits audible emotes (#56465)
Emotes have been audited for whether they should be seen or heard. No more hearing glares or seeing groans.
2021-01-28 17:13:35 -08:00
itseasytosee
654dd4a20d Adds a surrender button for when you are being held at gunpoint (#56393)
add: Adds a surrender button that pops up when you are at gunpoint that can be pressed to do the *surrender emote
2021-01-28 09:09:59 -05:00
RaveRadbury
b80862814a Make fake moustaches tiny (#56460)
Chef fake moustaches are now tiny and can fit in boxes.
2021-01-28 09:30:09 +00:00
elle
68564d5b62 stopped players from being able to eat regenerative cores (#56448) 2021-01-27 21:04:44 -05:00
MrMelbert
3ff7884d8c Fixes minor logging issue with hydroponics trays (#56381)
Hydroponics trays have a var, lastuser, that it's supposed to use in logging as the last person who modified a tray's reagents
this variable was only set if you transferred reagents to the tray via composting, so it was null 99% of the time.

The var is now set when any reagents are transferred and the logging for spawning spiders now uses this var.

The var is now a weakref, to prevent hydroponics trays from harddels.

"null last modified a tray's contents that spawned spiderlings." Not very helpful to admins, is it.
2021-01-27 16:49:24 -08:00
AnturK
8c69586774 Adds aquariums and aquarium fish. (#56343)
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-27 12:44:36 -08:00
Sparkezel
ba63b9832e fixing the beginners mistake (#56439)
Co-authored-by: Sparkezel <1haslo4@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-27 12:29:42 -08:00
Qustinnus
c51b77f1de Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728) 2021-01-27 12:27:47 -08:00
SmArtKar
f5d28ae887 Fixes shitty martial arts code (#56397)
Fixes martial arts being handled in 2 places with a bit of a hack, this needs more attention in future (Hello 2025) -Lemon
2021-01-27 01:29:42 -08:00
tralezab
cceb2f269c woop (#56400)
Anon names post-roundstart now correctly changes IDs as well
2021-01-27 01:18:44 -08:00
tralezab
05c319f1da Reactive armors other than teleport and table now have a cooldown (#56415) 2021-01-26 18:41:51 -08:00
GuillaumePrata
355b0ffb5a Fix the Chief Engineer's envirogloves not being Insulated like other Plasmaman engineering gloves (#56426) 2021-01-26 18:38:03 -08:00
NotRanged
b280f194c8 Fix hallucination going negative and lasting forever (#56422)
If `var/hallucination` was ever set to below 0, it would cause the
hallucination effects to never clear. Changes how hallucination is
decremented in carbons to avoid this from happening.

Co-authored-by: Ranged <nickvanderkroon@gmail.com>
2021-01-27 00:33:29 +00:00
tralezab
5d6f272077 Modernizes Admin Only Wizard Event, Department Revolt (#56061)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-26 03:36:19 -08:00
Arkatos1
13c96e7b4b Changeling flesh disguise fixes (#56344)
* Changeling ID icons

* Examine fix

* Suit storage fix

* Cleaner ling ID code

* Cleanup

* Nodrop cleanup

* Cleanup
2021-01-25 02:02:11 -08:00
Sparkezel
3c9913b12c The day has come gamers, the mosin nerf/rework (#56319)
* THE NERF

* fixes a dumb mistake

* Sanity check and second thoughts

* mosin jamming

* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG

* adds maint kit to russian surplus, second try at fixing

* everything is fixed now :)

* finishing touches

* Last fix?

* fix

* fix var names

* a new sound and few more fixes

* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked

* Bolt_locked is true when bolt is open 😂

* added a clamp just in case

Co-authored-by: Sparkezel <1haslo4@gmail.com>
2021-01-25 01:58:50 -08:00
TemporalOroboros
1f1b58bb26 Adds Neon Carpet (#55782)
* Adds emissive carpet, adds plane support to decal element

- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals

* Adds simple neon carpet variations

* Adds neon carpet reagents and recipes

* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects

- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.

* Makes neon carpet tile stacks emissive

* Rearranges and docs some emissive plane masters

- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane

* Fixes null mats_per_unit stack recombining after splitting

- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!

* Adds neon carpets to cargo

- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits

* Fixes neon carpet highlights leaking through vending machines and such

- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.

* Fixes id_arg_index for the emissive blocker element

* Commits @Rohsie's suggestions
2021-01-25 01:55:04 -08:00
tralezab
7f287d72df no return moment (#56384)
mind magnification helmets no longer work when admins have it disabled.
2021-01-25 00:22:33 -08:00
AdamElTablawy
36d0249e0d Update giant_spider.dm (#56395)
Spiders are now stuck on harm rather than help intent, meaning you can't trade places with them like other simplemobs.
2021-01-25 00:22:19 -08:00
Timberpoes
e3971aa9a3 Fixes Doctor Hilbert breaking crew monitors. (#56364) 2021-01-25 00:21:24 -08:00
Qustinnus
a6a334285a refactors climbing into an element (#55978)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-24 13:56:16 -08:00
cacogen
bdf5b88d8b Soapstone messages voted beneath a certain score don't persist (#56361)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-23 18:17:10 -08:00
tralezab
c3d4797813 Improvements to Anon Names + Refactoring + Wizard Academy theme and event (#55935)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-01-23 12:11:22 -08:00
coiax
5ea2c1dfb4 Reworks skittish quirk to be automatic (#56048)
* Reworks skittish quirk to be automatic

🆑 coiax
tweak: The Skittish quirk will now cause you to automatically dive into
a locker/crate if you move into it while it is closed. Walk to avoid
this behaviour.
/🆑

This makes the quirk more useful, while also making it more thematic,
since the "diving into" behaviour can't be disabled, only supressed by
walking.

The cost is unchanged, as the quirk in its current form is overcosted at
2 points.

The emergent effect of skittish people diving into closets when caught
into explosions is definitely a feature, and not a bug.

* Reworks skittish into a element

Skittish is now an element attached to mobs, when the TRAIT_SKITTISH is
added, rather than code that runs on every single Bump of a closet.

Some crates that don't function like normal crates, like the "loot
mastermind" crate, or the wooden crate than can only be deconstructed,
are not divable into.
2021-01-23 02:28:38 -08:00
ArcaneMusic
48727d8e30 Colocup Volume is respected. (#56262) 2021-01-23 02:25:42 -08:00
coiax
65437675f1 Rework AI status displays with emote and radials (#56255)
🆑 coiax
tweak: AI status displays are now controlled either by emotes (like
`*happy`), or by clicking on the status display as an AI.
/🆑

The code that deals with AI status displays is very old, and was hooked
into events like Login() and Logout(). This reworks the code to
something resembling modern standards.

AIs can control their AI status boards in the same way that slimes can
do with things like `*slimesneak`, and can also use the radial menu to
preview what emotion they will be sending to the world.

By removing the Login()/Logout() code as well, the final BSOD of the AI
will now no longer disappear the instant that the AI leaves their corpse
(calling a Logout()).
2021-01-23 02:04:12 -08:00
LemonInTheDark
4cd1db4e6f Prevents the most common case of fire settling with an excited group (#56317)
Basically when a group with a breakdown timer one tick away from settling merges with a group with hotspots in
it, and the one with a high breakdown timer is larger, the group would settle without respecting the timer of
the hotspot group, causing fwoosh levels of flame.

There's two other ways to achieve this, if you had one group of tiles that are close to the same gasmix as
another
group, and they became inactive, we'd have the same issue. I've solved this by moving the hotspot subprocess to
after active turfs and before excited groups, just for safety ya feel me?

It's still in theory possible, but much much harder. The hard solution to this would be to integrate heat with
how we reset excited group timers, and split excited groups into smaller portions, but I'm not sure I like that
idea.
I need to mull it over.
2021-01-23 01:56:19 -08:00
Sparkezel
a554d7825f Splits Grasp of Rust using intents (#56304)
Co-authored-by: Sparkezel <1haslo4@gmail.com>
2021-01-22 13:25:05 -08:00
Tlaltecuhtli
df08104650 mining keys to open tendrills crates buyable with miner points (#56267) 2021-01-22 13:22:54 -08:00
dragomagol
f837ce4397 Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.

Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
2021-01-22 21:38:35 +02:00
Timberpoes
1989497576 Frame stacking fix and unit test addition. (#56287)
* Reverts #56205

* Allow things without density to bypass checks

* The rest of the owl

* The rest of the owl

* Doc and tweak

* More feex

* RCD machine frame unit test

* I suck

* AAAAA

* Bad at unit tests

* Revert unit tests (for including in another PR)

* Fix windoor_assembly return logic

* Comment /mob/living/proc/PushAM logic

* Windoor assembley logic tweak

* Fix frame stacking

* Unit test

* Better wording from macros?
2021-01-22 21:18:05 +08:00
Ryll Ryll
d982b4b619 Adds Noogies (Perfect for bullying Moths) (#56286)
* i HATE mothblocks
2021-01-22 02:01:59 -08:00
Ryll Ryll
c6b25607a9 Adds gunboots (#56138) 2021-01-21 18:44:54 -08:00
MrMelbert
7a3f761d92 Fixes for the invasive spreading trait (#56300)
Fixes invasive spreading overtaking same type plants (It was checking for dead plants instead of alive ones)
    Fixes invasive spreading going through glass (It only checked plants one step away, regardless of adjacency)
    Better var names (HY -> spread_tray, H -> our_tray)
    Slight visual feedback when plants are destroyed
    TRUE / FALSE instead of 1 / 0
2021-01-21 22:35:01 +00:00
MrMelbert
17651a03ae Patches gene shears click stack exploit (#56301)
Fixes #55390 by checking the plant's heath again after the input is done and before the gene is removed. I'm not sure if it's the cleanest way to get around stacking inputs to exploit the health, but it works?
2021-01-21 22:34:11 +00:00
Timberpoes
a83c6aa4c0 Attempts to fix addictions being utterly broken and almost impossible to obtain. (#56302) 2021-01-21 13:16:49 -08:00
zxaber
50357cb9d6 Admins transforming a humanoid into an AI can now choose to not move them to the satellite. (#56075)
Adds a Yes/No/Cancel button to the AI transform proc that admins use on whether the new AI should be moved to the satellite or not.

Sometimes admins want to make an AI somewhere off-station for whatever reason. Also makes testing things with AIs less of a hassle.
2021-01-21 12:04:31 -08:00
Qustinnus
c14b26fce4 Re-balances quirk values to be less impossible to nuance (#56037)
negative quirks were impossible to create because there was zero nuance between how bad traits were, for example if you got light drinker and family heirloom, two relatively easy quirks to manage, you can get freerunner. This meant a ton of neutral quirks had to be neutral quirks because giving them even -1 points would make it too easy to get good traits. I've bumped up most quirks by x4 to allow for more nuance between what quirks are actually worth. With some of them being lowered (Like family heirloom and light drinker) as theyre not really supposed to be worth so much for so little.

quick log of changes for CB:
- Every quirk not mentioned had it's point value increased x4 (e.g. 1 -> 4, 4 -> 16)
- mime / clown fan is 2 points (change of -50% with this pr)
- musician is 2 points (change of -50% with this pr)
- depression goes from -1 to -3 points (change of -25% with this pr)
- nyctophobiagoes from -1 to -3 points (change of -25% with this pr)
- junkie from -2 to -6 points (change of 25% with this pr)
- frail from -2 to -6 points (change of 25% with this pr)
- smoker from -2 to -6 points (change of 25% with this pr)
- unstable -2 to -10 points (change of 25% with this pr)
2021-01-21 11:48:54 -05:00
Timberpoes
b478bc68d5 Fixes Codex Cicatrix having infinite charges - Maintainer edition (#56307)
Gets rid of pointless text2num.
EK is a path and not an object. Fixes it being used as if it was an object through using initial.
2021-01-21 09:42:50 -05:00