Commit Graph

464 Commits

Author SHA1 Message Date
Robustin 356180170e Fixes Emitters: Quickmerge Edition (#26237)
* Fucking wew

* Fixing my awful working code
2017-04-16 12:57:08 +02:00
Robustin bf34a33b31 Prototype Emitter: The re-opening (#26190)
🆑 Robustin
add: The Prototype Emitter, will function like an ordinary emitter while also charging a secondary power supply that will allow a buckled user to manually fire the emitter. Returning to automatic fire will have the emitter continue to fire at the last target struck by manual fire.
/🆑
2017-04-14 23:10:20 +12:00
coiax de35ec5f67 Partial sparks boilerplate reduction (#26081)
* Partial sparks boilerplate reduction

- Lots of obects are making `/datum/effect_system/spark_spread`, setting
them up, firing them, and then not qdeling them afterwards.
- Makes a `do_sparks` global proc that takes the same arguments as `set_up`
and then calls `start` and then `qdel`
- Switches a bunch of things to use this proc
- Makes emitters keep their own spark_spread datum around, since they
spark so damn much.
- Also makes some things use timers and ports some things to Initialize.

* Compilation
2017-04-12 19:59:45 +02:00
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss 78ee754da3 Merge upstream 2017-04-01 23:38:37 -04:00
Cyberboss d23cda8b47 Fixes a runtime with rad collectors 2017-03-30 17:19:08 -04:00
Cyberboss 05e1ef69e1 Merge upstream 2017-03-27 09:32:08 -04:00
kevinz000 6ed5e98bcf Makes Ratvar more powerful than the admins (#25440)
* Update possess.dm

* Update possess.dm

* Update objs.dm

* Update ratvar_the_clockwork_justicar.dm

* Update singularity.dm

* Update possess.dm

* Update objs.dm

* Update objs.dm

* Update objs.dm

* Update possess.dm
2017-03-26 21:35:24 +02:00
Cyberboss d0bfbc3e13 Rename ticker to SSticker 2017-03-22 10:48:25 -04:00
Lzimann ae25d8a4d0 More fixes to outputs with extra/no spaces 2017-03-10 13:56:46 -03:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Xhuis ba651dc8c0 Gives lights to Ratvar and Nar-Sie 2017-03-04 16:38:46 -05:00
oranges 83c7390bb8 Track singularities in a global list (#24609)
This replaces a few operations on either the poi_list (still quite
large) or the world
2017-03-03 09:57:01 +01:00
Tokiko1 069443c193 Removes roundstart singularity, adds roundstart supermatter, supermatter now collapes into singularity (#24447)
* Adds supermatter to box.
Adds orange pipes.
Makes the supermatter spawn a singulo.

* Added orange pipe manifolds.
Added a supermatter crystal and replaced the varedited shards on box and meta.
Added supermatter engine to metastation.

* Removed singulo from Deltastation.
Gave engineers access to some Deltastation atmos areas, including the engine.
Fixed some access bugs.

* Misc fixes.

* Fixed the roundstart reflectors being impossible to deconstruct.
Bunch chamber tweaks on meta.

* Poly now squawks about the supermatter engine instead of the singulo.
Radiation collectors are now half as efficient.
2017-02-26 15:20:27 -06:00
PKPenguin321 ed39f08d61 updates some stuff to log better 2017-02-12 20:20:41 -08:00
Joan Lung c4ae453aed Unfastening objects will now check constantly during the do_after (#23881)
* Unfastening objects will now check constantly during the do_after for if you can

* .
2017-02-10 20:25:32 +13:00
Joan Lung ea55e43438 Ratvar and Nar-Sie will no longer bounce off directional windows like birds (#23749)
* Ratvar and Nar-Sie will no longer bounce off directional windows like birds

* heh??
2017-02-08 18:30:31 +13:00
kevinz000 5f7d6844fa Fixes emitter pulsing firing beams without actually needing energy (#23774)
* Update emitter.dm

* Update emitter.dm

* Update emitter.dm
2017-02-08 18:28:14 +13:00
Cheridan f81749a704 Merge pull request #23238 from kevinz000/autism_fort_1
Autism Fort Patch - Emitters and Tesla coils can now be used for DEFENDING YOUR TURF!
2017-01-27 17:44:25 -06:00
kevinz000 281d36cfc4 Update emitter.dm 2017-01-23 08:49:00 -08:00
Core0verload 321ddb76e3 You can now buckle handcuffed people to singularity/tesla generator (#22767)
* You can now buckle handcuffed people to singularity/tesla generator

* Adds buckling to tesla coil and grounding rod, minor fixes.

* Makes buckling code shorter
2017-01-23 09:44:49 +01:00
kevinz000 f11ee0ed52 Update emitter.dm 2017-01-23 00:39:58 -08:00
kevinz000 d30dcb1f8c Merge branch 'master' into autism_fort_1 2017-01-23 00:38:45 -08:00
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
Kyle Spier-Swenson 12570805bd Closes the Pool. (#23150)
* Delete pool.dm

* Removes usage of PoolOrNew

* Wrap up
2017-01-22 16:00:23 -05:00
kevinz000 9ed64d2b1a ... 2017-01-21 19:30:05 -08:00
Buggy123 72dbf3f511 Removed admin message on emitter poweroff (#22935) 2017-01-12 15:06:23 -05:00
Firecage 8dab2c9c34 Changes the names of Circuit Boards so they are easier on players. (#22688) 2017-01-04 17:20:53 -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
Joan Lung a2ef2745fe Fixes emitter unsecuring 2016-12-30 16:06:25 -05:00
Joan Lung a9d05c09f2 Applies construction defines and default_unfasten_wrench() to some singularity machinery 2016-12-25 10:28:35 -05:00
XDTM 7d1a67d0c8 Abductor tools and tool sound refactor. (#22125)
* Everything in the PR

* I'm taking that as a yes
2016-12-14 18:09:41 +13:00
Cheridan 2dd1a87345 Merge pull request #22083 from ChangelingRain/multiplierspeed
Refactors toolspeed to be a multiplier instead of a divisor
2016-12-10 19:22:44 -06:00
oranges 07e5b972a9 Merge pull request #22065 from lzimann/patch-15
Changes investigate log color for PA on/off
2016-12-10 15:08:47 +13:00
Joan Lung 43ce2667f4 Merge branch 'master' of https://github.com/tgstation/tgstation into multiplierspeed 2016-12-09 18:03:43 -05:00
Joan Lung a3be7a9226 Refactors toolspeed to be a multiplier instead of a divisor 2016-12-09 16:55:51 -05:00
Leo 249c067c28 Changes investigate log color for PA on/off 2016-12-08 22:46:57 -02:00
Mervill 417c50efa2 These comments where removed by me.exe, just now 2016-12-08 01:48:46 -08:00
Mervill 01d4232570 Remove slash from end of type refs/defs 2016-11-30 19:23:15 -08:00
Mervill 70256e9f8a Removes some stale comments (#21700)
* Stale comments and some redundant string interpolation
2016-11-24 13:27:41 -06:00
Joan Lung 1a26cf9aa5 Ratvar will now proselytize stuff that happens to be in space (#21340)
* Ratvar will now proselytize stuff that happens to be in space

* do you hear ratvar singing

* no narsie in ooc

* "

* don't need that

* heir

* bigger stronger more filled with brass
2016-11-04 09:06:57 +01:00
Cyberboss 447c44e1b9 Simplify further 2016-10-21 22:36:35 -04:00
Cyberboss 8ebc86a3a2 Fixes #11347 2016-10-21 17:05:16 -04:00
Cheridan 7f6f300587 Merge pull request #21036 from phil235/hugbox
Some nerfs to clothes & item damage
2016-10-19 12:15:35 -05:00
MrPerson 5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
phil235 30ca862473 Fixes hardsuit not having 300hp (I gave it to the helmet, but had forgotten about the suit itself)
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.
2016-10-17 22:51:57 +02:00
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 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