Commit Graph

63 Commits

Author SHA1 Message Date
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
2ab15aecb5 [MIRROR] Remove all gamemodes except Dynamic (#5173)
* Remove all gamemodes except Dynamic

* qaaaaaaaa

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-25 21:20:30 +01:00
SkyratBot
0a6cc5e475 [MIRROR] cult construct stuff (#3553)
* cult construct stuff (#57027)

edits sprites for wizard cult constructs to have more sheen
fixes wizard cult constructs not working
makes soulstone code a bit cleaner i think
makes cult spells use second defines
fixes wraith jaunts being invisible

* cult construct stuff

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-21 02:49:11 +00:00
SkyratBot
be1e6ae01d [MIRROR] Gives wizard constructs a purple theme. Minor construct fixes. (#3361)
* Gives wizard constructs a purple theme. Minor construct fixes.  (#56758)

* Gives wizard constructs a purple theme. Minor construct fixes.

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
2021-02-13 23:21:05 +00:00
SkyratBot
e890b1282b [MIRROR] Replaces intents with combat mode (#3063)
* Replaces intents with combat mode

* updates

* a

* Update living_defense.dm

* https://github.com/tgstation/tgstation/pull/56638/files

* gunsafety!

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-05 16:58:16 +01:00
SkyratBot
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00
SkyratBot
eedf2362cc [MIRROR] Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#1674)
* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)

The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).

* Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-11 02:52:32 +00:00
SkyratBot
81ba096768 [MIRROR] One more pass on null rod sprites + null rod storage sanity pass (#1277)
* Finishes the job on null rod sprites hopefully once and for all (#54235)

* One more pass on null rod sprites + null rod storage sanity pass

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2020-10-12 23:28:11 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
b8c378268f [MIRROR] Bible now uses a radial menu for choosing its skins (#355)
* Bible Radial (#52919)

* Bible now uses a radial menu for choosing its skins

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-08-15 23:05:09 +02:00
SkyratBot
49f7becb88 [MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890)

Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators

* Personalized combat messages part 2

* Update misc.dm

Co-authored-by: kingofkosmos <riki.sundberg@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2020-08-14 23:29:15 +02:00
ArcaneMusic
aade6fcdd3 Adds an metric ton of belt sprites and suit sprites for worn objects. (#52390)
* Plant Belt sprites are fixed, Engy Sprites too

* I did belt sprites until my eyes started hurting
2020-07-25 01:59:31 -04:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
RiskySikh
32b0bda313 Adds Another Bible Sprite (#50156)
* newreligion

* resolvespritemergeconflict

* spacefix

* spacefix2

* spacefix3

* spacefix4

* fix lineendings

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-26 01:00:40 +08:00
kingofkosmos
79c5a80ca0 Visible_messages verb time tenses changed to present. 2020-03-16 14:55:25 +02:00
moo
72b7a266b3 Adds Religious Sects and Basic Technophile Sect for Proof of Concept (#49434)
* このコミットの中が未来です

* Adds Rites

* 💻

* remove bible global

* last minute code changes 😏

* review brah

* waaa_fb

* 

Review stuff, Doc stuff, You can now coax a user to the platform for !!FUN!!

* Update code/modules/religion/religion_sects.dm

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-06 11:11:52 +08:00
nightred
15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +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
ATH1909
e6c123924a You can now exorcise possessed blades who are being undesirable (#47400)
* Update book.dm

* Update code/game/objects/items/storage/book.dm

Co-Authored-By: kingofkosmos <monggi@gmail.com>

* Update code/game/objects/items/storage/book.dm

Co-Authored-By: kingofkosmos <monggi@gmail.com>
2019-11-24 18:21:36 -05:00
Emmett Gaines
5481515dff Removes the non bitflag slot defines (#47742)
Removes the non bitflag slot defines
2019-11-17 17:52:11 -08:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
penterwast
4dd1e53aa0 Purifying a soulstone removes blood cult status from its shades (#46133)
* Purify removes blood cult status

* Remove cult from new captured shades
2019-08-27 13:16:18 -04:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
wesoda25
8a98c41af8 Fix soulstone purification issues (#44790)
You can no longer infinitely purify a soulstone.
Cultists can't use purified soulstones anymore.
2019-07-04 14:35:13 -07:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
spessbro
19dcc8346a New book option for the chaplain (#44195)
About The Pull Request

Adds book of Insulationism to the chaplain's book options
Why It's Good For The Game

adds the option for Insulationism as a choice for the chaplain's
Changelog

cl
add: Added new chaplain book option
add: Added hypertool null rod option
imageadd: added Insuls book to storage.dmi
imageadd: added hypertool icon to device.dmi
/cl
2019-06-04 18:43:34 +12:00
oranges
5be02315ea Merge pull request #44191 from AffectedArc07/removes-ss-religion
Removes SSreligion
2019-06-02 09:40:45 +12:00
wesoda25
b81a18c29b [READY] Adds Purified Soulstones and Constructs (#44036)
About The Pull Request

Purification of a soulstone (hitting it with a bible as noncult) no longer destroys the stone, and releases a spirit. Instead, it purifies the stone, which is crew friendly and has a new sprite. Said stones can be placed into construct shells to create purified angelic constructs, which are easily distinguishable from cult/wizard constructs.
Why It's Good For The Game

Crew finding and using construct shells to create stealthy anti-cult constructs sucks. This PR would get rid of this shitty gameplay, and adds some new flavor to the whole cult/anti-cult dynamic.
Changelog

cl weeeeesoda
add: You can now purify soulstones! This can be done by any crew member using a bible on one.
add: Purified constructs can be created by using a purifed soulstone on a construct shell. Amongst their normal abilities, purified constructs can dispel cult runes by clicking on them.
del: Ability to place chaplains soulstone or mining soulstones in construct shells
imageadd: angelplasm, angelic sprites, purifed sprites
/cl
2019-06-01 08:41:37 +12:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
AffectedArc07
e856ca9de2 Merge 2019-05-29 14:03:03 +01:00
AffectedArc07
9955d0efbc Gives SSreligion the boot 2019-05-29 13:33:04 +01:00
skoglol
5316926510 Fixes some missing adjancency checks. (#44020) 2019-05-21 11:43:35 +02:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
oranges
18200016d9 Bibles no longer runtime when changing bible style (#42411)
The correct icon states are restored, meaning yoru bitching necronomicon
can look cool now
2019-01-19 06:47:37 -07:00
Dax Dupont
4f9d04bc32 This is a family friendly codebase (#42385) 2019-01-17 11:35:23 -05:00
Tad Hardesty
3b2c0e27f7 Scope various unscoped locate() calls (#42195)
* Scope locate calls which are immediately checked against a list

* Remove silly use of locate from bible Topic

* Scope various locate calls (needs testing)

* More WIP

* Buff up lightswitches while we're here

* Tidy record browsing code

* Scope a few more locates

These have caused problems in the past (#41917, #39303). Continues #29349.

Also cleans up lightswitch code while I was already touching it.

I recommend a testmerge.
2019-01-06 20:39:27 +13:00
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
ShizCalev
dc019b09ba Fixes illiterate & blind mobs being able to read books (#41400)
cl ShizCalev
fix: Fixed inconsistency where illiterate and blind mobs were able to read some books/manuals, but not others.
fix: Fixed mobs being granted mime speak even if they failed to finish reading the Guide to Advanced Mimery Volumes 1/2.
/cl

Step towards resolving #41396
2018-11-12 21:10:21 +13:00
ShizCalev
ff10ca1dbf Remove invalid bible inhands (#40824) 2018-10-10 13:14:34 -07:00
subject217
7fd806a0ce Quick cult fixes (#40133)
* what a silly goose

purifying shades actually works now and less overlay overkill

* removes two exclamation points

it looks bad
2018-09-06 18:19:55 +03:00
subject217
2acaa8ae1b [Ready][?] Robustin's cult nerf, back from the dead. (#39717)
balance: Once the blood cult reaches 20% of the active player population, they will receive a notice that the cult is "rising" - and after a moderate delay the eyes of all existing and new cultists will be permanently red. Examining a cultist with uncovered eyes will confirm their supernatural appearance.
balance: Once the blood cult reaches 40% of the active player population they will receive a warning and after a moderate delay will glow red, permanently revealing the identity of existing and new blood cultists.
add: Any non-cultist can now strike a (filled) soulshard with a bible to purify it. Purified shades have a unique appearance and will be eager to get revenge on the cult. Bibles can be printed in the library.
balance: Juggernauts have 25% less HP and 35% less projectile reflection.
balance: Cult mirror shield is slightly easier to break, has less illusions, and has -33% throwing distance.
balance: The EMP blood spell has -1 light and heavy radius.
balance: The revive rune now requires 3 sacrifices per revive, it still starts with one "freebie" revive. Giving "souls" to AFK/Catatonic cultists remains free of charge.
balance: Twisted Construction now has a channel time with added noise/effects when used on doors. It also hurts you slightly more to use.
balance: You can now only hold 1 blood spell without an empowering rune and 4 with one.
del: The Bloody Bastard Sword is no longer available in Blood Cult. It's still spawnable with admin tools.
2018-09-05 23:16:38 +12:00
Patrick Chieppe
2c8248575a Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 21:41:09 +02:00
Trevor Serpas
bee0b5b2c3 Afterattack() Signal (#38606)
* adds signal and modifies each call of afterattack to call it's inherited proc

* uses new macro for sendsignal()

* map fuck

* skip precommithooks

* combine and negate 2 ifs
2018-07-07 02:00:25 -04:00
ninjanomnom
d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
AnturK
52a99c09d6 Uppercase slot defines 2018-04-27 10:38:32 +02:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
kevinz000
ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
Qustinnus
4911991f70 [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
2018-03-18 19:48:50 +13:00
Qustinnus
5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00