Commit Graph

11676 Commits

Author SHA1 Message Date
Emmett Gaines
2cf7728494 Removes the bitflag helpers (#49106) 2020-02-03 16:26:00 -05:00
oranges
458023830c Revert "Lawyer's department backpack is a briefcase (#48877)" (#49178)
This reverts commit 6c8b5378d3.
2020-02-03 15:46:16 -05:00
zxaber
79e59077eb Allows defib units to be used as medical borg upgrades, adds message to borgs when they recieve an upgrade, re-organizes borg attackby(). (#48805)
* Delete stale.yml

* Create stale.yml

* clear

* Can now replace the defib pack with an upgrade card to get the pack back.

* less redundant checks

* borg > cyborg text changes
2020-02-02 22:08:40 -05:00
RaveRadbury
8b19d797ca [Ready] Prisoner role (#48819)
About The Pull Request

I observed someone request to be perma'd round start and then they just chilled in perma the whole shift. Security isn't always going to be up for putting people in perma and players who have been placed in perma tend to go catatonic. This allows players who are interested in having a chill shift doing the stuff in perma and acting like they've done crimes the opportunity to do that.
Why It's Good For The Game

Crew content. I'm not saying it's mindblowing but if we add it in as a role it will open the door for people to look at perma and what could be done with prisoners.

Prisoners spawn with a prison ID, a jumpsuit, and shoes. They are also currently spawning with a backpack and I'm uncertain about whether or not I want to do anything with that.

This is ready for a testmerge and worked for me locally.

Thanks to Tralezab for assistance with merge conflicts.
Thanks to EOBGames for the plasmaman prisoner sprites.
Thanks to Quill-Weave for encouragement.

Feedback is of course welcome, and I'd appreciate suggestions re: balancing this role. Maybe they should be roundstart pacified or something.
Changelog

cl
add: Adds prisoner role
/cl
2020-02-03 09:54:03 +13:00
tralezab
d7a93259e4 WUMBO (#49105)
tralezab commented yesterday
About The Pull Request

bg_fugu added
Why It's Good For The Game

fugu's expand had no button making it hard to press
Changelog

🆑
imageadd: fugu background fugu background
/🆑
2020-02-02 10:35:40 +13:00
MrPerson
12eecfd181 Makes raw HTML and browser datum popups UTF-8 aware (#49066)
* Makes raw HTML and browser datum popups UTF-8 aware

Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"

* Fixed new_player.dm

* Fucking filing cabinets
2020-02-01 22:14:31 +01:00
AnturK
14cd32efd8 Another runtime fix pr (#49095)
* Fixes whisper sanity.

* Fixes rebuild runtime

* Fixes removing atmos machinery from resumed runs.
2020-02-02 08:15:43 +13:00
Rob Bailey
62d1a3941c tgui-next ntos card console (#48938)
About The Pull Request

A PR now several weeks in the making that spiraled ridiculously out of control for something not many even use.
What else is new in NTOS hell?
I spent several days doing nothing but playing escape from tarkov so this took longer than expected I valiantly spent all night and day working on this, and barely finished it before The Deadline
the card ntos program was split into three programs, manifest, job management, and id card modification. It didn't make much sense for them all to be the same program imo, and made the project a bit more managable.

Airlock electronics saw some improvements as well since it uses this new access control section as well.

Yet again some new functionality and improvements to core components. Buttons now have an "altSelected" feature where instead of changing the color it adds a small white marker, among some other things.

There were a couple of small changes in inconsequential ways in other places, and datacore was refactored a tiny bit. Probably some other stuff I don't remember.

I would replace the old card console with a modular computer right now, but I know a few people actually use this program and want a bit of time to iron out bugs and inconsistencies before replacing the main job console with it.
Changelog

🆑
add: tgui-next NTOS card console, job manager, and crew manifest
tweak: airlock electronics interface is a little fancier

/🆑
2020-02-01 20:47:36 +13:00
blessedmulligan
54dc879f19 Cyborg spin throwing now depends on intent (#48891)
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.

WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game

This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog

🆑
add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
2020-02-01 20:30:57 +13:00
EOBGames
297d7e7d9b TG's Got the Pop Factor: The Singing Update (#49063)
* Sing a lovely song

* minor changes, ~ to %, and removal of specific logging

* 512 support

don't trust byond

* oops
2020-01-31 20:10:55 +01:00
ShizCalev
e52b2df670 Merge pull request #49064 from zxaber/machine_machine_interface
Positronics no longer sit inside MMIs
2020-01-30 13:38:05 -05:00
dan xensen
9e5ab83a83 Fix late join menu to handle disabled AI (#48988)
* change the late join menu to get department name and color from a global list instead of from jobs

* move job category list to a separate global

* remove unnecessary GLOB scope
2020-01-29 15:38:28 +01:00
tralezab
6c8b5378d3 Lawyer's department backpack is a briefcase (#48877)
The lawyer may still start with a backpack by making their backpack style not departmental.
Why It's Good For The Game

Lawyers should make more use of their really cool suitcases, including the passcode locked one they get roundstart. Style wise, the grey backpack totally ruins the look. And if they don't wanna be cool, they can easily opt out! I would also like to say this isnt part of some grand conspiracy about inventory so dont start you rats
Changelog

🆑
tweak: lawyer's department backpack... is no backpack!
/🆑
2020-01-29 11:59:32 +13:00
fluffe9911
00043330a0 New King Goat Lavaland Boss! (#48823)
About The Pull Request

This pr adds in a new lavaland boss in a seperate z level arena also included are goat plushies that ram into people and goat skins which you get by butchering goats and can wear on your head, a goat gun that shoots goats and finally multiple tweaks/fixes generally involving possible ways to teleport out of noteleport area and or cheese the king goat.
Why It's Good For The Game

Lavaland has not seen any new bosses for a long bloody time and although the boss may be a bit silly I feel more hardcore players will enjoy the challenge it brings since this is meant to be a very hard boss also new goat related items are always neat.

🆑 Fluffe9911 for porting/making most of it, Monster and Sabiran for the King Goat!
add: A new king goat lavaland boss!
add: Goats now drop skin which you can wear on your head! (coder sprite)
add: Goat themed plushies that ram people! (realistic version sprite by identification code by karma)
/🆑

goat

This is ported over from my work on yogstation with minor changes mostly to make things work there is more goat content I made but didnt wanna do too much at once and dont know if tg would like it
2020-01-29 11:50:27 +13:00
Zxaber
c542200b42 Summary (required) 2020-01-28 14:36:56 -08:00
Zxaber
cc4e5a6efe beep 2020-01-28 14:09:30 -08:00
vuonojenmustaturska
40657c9ccd removes a bunch of unused/bad helpers (#48969)
* a commit

* Update code/controllers/subsystem/persistence.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update code/__HELPERS/text.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update advance.dm

* Update security_officer.dm

* Update text.dm

* Update unsorted.dm

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2020-01-28 16:22:20 +01:00
tralezab
7c5ffc5da4 513 health bars for simplemobs! (#48954)
* cleanup required

* removes bad stuff, makes linter happy

* megafauna still get SOME health doll, cleanup again

* whoop

* UNLINT
2020-01-28 04:29:37 -05:00
spookydonut
ac7f2b5166 Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016)
About The Pull Request

Detected as part of my work on SpaceManiac/SpacemanDMM#167
2020-01-28 10:51:15 +13:00
Ryll Ryll
15093aeb95 Clowns are too sweet to understand death (#48863)
About The Pull Request

Dead people just look like they're sleeping to clowns. Antag clowns are NO LONGER immune from this.
Why It's Good For The Game

Someone in OOC said it'd be funny if clowns thought dead people were just sleeping, and I felt inspired to champion this worthy cause. Surely there's no way this could cause administrative issues or confusion.
Changelog

🆑 Ryll/Shaps
tweak: Clowns are now unable to conceptualize death and think corpses of people are simply sleeping.
/🆑
2020-01-28 10:10:37 +13:00
AnturK
3f1e629f59 Makes stuttering ignore some punctuation (#49007)
* Makes stuttering ignore some punctuation

Fixes #48983

* Include ~ and ` too
2020-01-27 11:39:25 +01:00
MrPerson
273464ae65 Include ~ and ` too 2020-01-26 02:18:38 -06:00
MrPerson
e022407b81 Makes stuttering ignore some punctuation
Fixes #48983
2020-01-25 16:00:36 -06:00
Ryll Ryll
6eb6d000ea Lets you shove people into the trash (#48960) 2020-01-24 11:22:22 -05:00
JJRcop
7ad527ff9a Move drunken scientist quotes to strings (#48953)
This moves the drunken scientist quotes into a strings file.

I used the pick_list_replacements proc even though there are no replacements, in case someone who edits the file wants to add some replacements.

I didn't take the opportunity to sneak in any lines, they are copied verbatim.
2020-01-24 17:32:39 +13:00
Rohesie
7bef84f009 Mass-replacement of stat to machine_stat (#48758)
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
2020-01-24 12:37:17 +13:00
nightred
5be9559eef Temperature projectiles respect insulation (#48912)
About The Pull Request

Guns, Spells, and mobs that use temperature based projectiles got an update so that the projectile must deal with insulation when applying temperature changes.
The more insulation you have the less body temperature change you will take.

This does not change how much damage you take from a projectile.

The projectiles have been updated from the temperature to be set as, to the amount of change they can do.
The old security temp gun would always set the body temp to 100 kelvin, now each shot tries to reduce your body temp by -50 kelvin before insulation. The reverse is also true for temp projectiles that heat you up.

This does mean that naked you will take more body temp loss, and in a hard suit you have almost no temp change. (hardsuits do protect you from space cold so this follows)

edit: this does not touch cryo sting, that uses frost oil.
Why It's Good For The Game

Better handling of temperature shots.
Insulation matters in combat.
Cold blooded creatures are better off with good insulation.
Changelog

🆑
balance: Temperature based projectiles respect insulation
/🆑
2020-01-23 13:21:25 +13:00
AnturK
873c0a7765 Fixes strippanel stuff. (#48937)
* Fixes strippanel stuff.

* Cleanup
2020-01-23 12:52:35 +13:00
MrPerson
26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
81Denton
3849a4a42c Replica pods can show the blood DNA of injected samples (#48755)
* Replica pods notify ghosts, can show the blood DNA of injected samples

* basically im monky

* h

* removes garbo, adds hints that "blood DNA" is just the UE
2020-01-20 11:44:38 -05:00
skoglol
53e76b83cc Merge pull request #48798 from Fikou/patch-96
changes the cyborg hat blacklist to include all space helmets and the broken chameleon hat
2020-01-20 01:53:19 +01:00
skoglol
03f4a81f16 Makes husking harder, adds husk healing to instabitaluri (#48717)
* Makes husking harder, adds husk healing to isntabitaluri

* Adds amount limit to instab unhusking, removes roundstart.

* treshold define, upped instab limit, nice feedback
2020-01-19 18:32:38 -05:00
tralezab
4a48f2b9d9 adds genetic powers (theres a new one since you last looked) (#48665)
* relic file

* Revert "Merge branch 'master' of https://github.com/tralezab/tgstation"

This reverts commit 826916d87b421dbb0ebcfce7fad96e456b6d3674, reversing
changes made to a0f476d874.

* tongue spike, chem spike

* oh god github desktop is shitting and farting

* ahhhh so broken bros

* final commit before recreation

* readds sprites, makes it work and compile

* webs

* sprite readded

* web icon

* cooldown fix

* compile dammit

* review done

* early return
2020-01-19 18:29:18 -05:00
JJRcop
5b761072cb [READY] Roundstart spawning without job landmark puts you on shuttle (#48821)
About The Pull Request

Discovered via paramedics missing their start landmarks, jobs without landmarks would spawn on the last landmark to be loaded in the map. This appears to not have been intended, and they now spawn on the arrivals shuttle if available. If that fails they spawn in the error room.

I am touching job distribution code so I'd like this to be testmerged for a bit before getting merged.
Why It's Good For The Game

This is a bug in an error condition, so it will only show up if there are map bugs, which is why we haven't uncovered it for so long.
Changelog

🆑 JJRcop
fix: Jobs missing spawns will spawn on the arrivals shuttle.
/🆑
2020-01-20 10:50:36 +13:00
Mickyan
f4424ef731 Adds Thocks (#48860)
* thocks

* brought to you by cinco men
2020-01-18 22:22:37 -05:00
AnturK
ac4f25e563 Cross server comms update. (#48850)
* Makes cross server config easier to manage and lets you send messages to specific stations.

* No need for fancy copy
2020-01-18 19:04:23 -05:00
MrPerson
f7eb2c905b Unicode awareness Part 2 -- copytext() (#48512)
* Unicode support Part 2 -- copytext()

This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.

I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````

with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.

This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.

* Makes the code functional

* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.

* Removes ninjaspeak since it's unused
2020-01-18 13:07:22 +13:00
JJRcop
e1d3148c6f Intercom examine tells you about :i (#48809)
* Intercom examine tells you about :i

If you're close enough to them

* Intercom exmaine message different depending on proximity

* Intercom examine isn't dynamic
2020-01-17 10:59:23 -05:00
nightred
8738287f11 FIXED: Better species environment handlers, and custom race body temperature (#48569)
* species can handle enviroment differently

* forgot slimes, removed environment check was a dupe

* slimes are now fixed, cleanup

* base living getting better math also

* ethereal lowered bodytemp, raised heat damage

* plasmamen were to cold

* old language thing in my fork

* min max to base proc that is better

* added item back, better docs

* better docs, moved a vars

* moved above vars in ethereals

* natural stabilization is fixed

* resist is better

* ashlizards needed more heat

* Comment updates

* fixed a comment

* better doc comment
2020-01-16 14:30:24 -05:00
spookydonut
3195ceaa22 Update SpacemanDMM suite to 1.2 (#48785)
* Update SpacemanDMM suite to 1.2

* Fix new lint errors
2020-01-16 11:49:39 -05:00
AnturK
bca492823a Runtime fixes: Episode 113 (#48814)
* Fixes mood nanite settings

* Fixes yet another quirk runtime.

* Ugly paperplane fix

* Abductor armor runtime.

* cablecutting runtime

* Nukeop death runtime (were those spec deaths meant to fire on gibbing too ? )

* headpike runtime fix

* ERT outfit runtime

* bonfire oxygen runtime

* Rest of nanite updates
2020-01-16 11:16:37 -05:00
ArcaneMusic
87aac02fcd Adds a new surgery, "Stomach Pump" (#48728)
* Fuck it, still not working but the work is at least started

* ALRIGHT we got this shit working off of existing procs now, no bloat :arm:

* Alright take 2, it's still not removing 2/3 instead of 1/10

* Alright this still isn't working fully. Thoughts?

* Attempted calling purge alone.

* Where I got before calling it tonight

* Re-adds bools.

* Alright cool, now 2/3 of the body's chemicals are being purged at a time, if this is too high, let me know.

* Renames the surgery to "stomach pump" to better match it's effects.

* Fixes leftover sprites from the organ PR, forgot to rename fully.

* FINE COBBERT
2020-01-15 16:53:44 -05:00
Rohesie
675a358b1b Moves mob stat var changes to a proc (#48760)
* set_stat

* Adds a signal.

* Signal comes before
2020-01-15 16:43:10 -05:00
Fikou
9d2c354d36 colossus now enrages on sandstone golems (#48774)
* web edit

* f*ck

* khfldsk;hfs

* shidd :-DD
2020-01-14 20:48:04 -05:00
Fikou
0adc445b0a technically only the broken one is a bug 2020-01-15 00:34:35 +01:00
Fikou
0cdc150bc6 changes the cyborg hat blacklist 2020-01-15 00:29:41 +01:00
skoglol
3efbc75623 Fixes straight jackets (#48749)
* Fixes straight jackets

* Moves parent call
2020-01-14 15:05:41 -05:00
Emmett Gaines
37a83ed511 Fixes hierophant barrier and blob structures allowing things through (#48746) 2020-01-13 17:59:30 -05:00
ArcaneMusic
65485b9c54 Adds a new Tech to the B.E.P.I.S., Specialized Engineering, and a new Minor Reward. (#48507)
About The Pull Request

Round 2.
image
Adds a new tech to be unlocked within the B.E.P.I.S.'s major techs, called "Specialized Engineering". Within that tech are 2 new items, Heat Resistant Rods, and the Tinker's Gloves, as well as a new minor tech, the Survival Pen.
Heat Resistant Rods:
Have you ever wanted to expand Lavaland Base? Build a lava fortress worthy of your magnificence? Well, now you can! Using Heat Resistant Rods, you can make a catwalk to cross lava tiles, as well as build atop lava, without messy methods like using the RCD!
Tinker's Gloves:
This just in engineers, insulated gloves have new competition in town! The Tinker's gloves are complicated, overdesigned gloves that, while not very shockproof, allow for faster wall girder construction. No longer will you need to die of old age walling off an area when you're out of RCD ammo! Warning: This product contains no likeness to clockwork gauntlets used by the extinct cult of Rat'Var, and any such similarity is by no means intentional.

Survival Pen:
Have you ever been stuck on lavaland, trapped by your survival pod with just a few chairs, some titanium walls, and walls of ash closing in on you? Well THANK GOD you have your Rockbreaker brand Survival Pen! Allows for basic mining operations, and is portable like a standard pen!
BUT WAIT!
A watcher blocks your path. Thankfully, your expensive, diamond encrusted pen isn't just good for being the world's slowest pickaxe, it's ALSO coated in the one thing watchers crave: DIAMONDS. Toss the pen to draw the watcher's attention elsewhere.
Why It's Good For The Game

Starts to fill our B.E.P.I.S. Major Reward Techs, as intended, and fills a niche that doesn't get much play nowadays: Building on Lavaland. This was something I've had in the back of my mind since we did the first tests of the Disaster gamemode a few months ago, so each item here was made with the intention of improving the mining base should the station become un-livable. Lava-Proof Rods are beneficial in that you'll be able to cross and build over lava by the mid-end of the shift. RCDs still work as usual, but this way you won't have to worry about getting specialized engineering equipment as a member of cargo or science. The tinker's gloves are basically a variant of the nitrile gloves, but they grant a speed bonus to adding plating to metal girders, so that some kind of functional alternative to giving every engineer insulated gloves.
Survival Pens are quite honestly very niche, but getting dumb pens with extra functionality is a tradition of trade shows all over the world, so it feels right at home as a minor reward.

Also, does a tiny change to the doe sprites, just to look a little bit less old.
Changelog

cl
add: A new Technology has been implemented as a major reward in the B.E.P.I.S., Specialized Engineering, to appeal to engineering utility and new construction horizons.
tweak: Watchers will now actively consume diamond ore left lying around, alongside the new survival pens.
/cl
2020-01-14 11:21:40 +13:00
Qustinnus
be23312096 New achievements and achievements icons (#48544)
* sdasd

* fixes

* fixed

* attempt 2

* Update skill_achievements.dm
2020-01-12 18:46:51 -08:00