Commit Graph

276 Commits

Author SHA1 Message Date
William Wallace
153e0d0250 Footprints no longer always face south and can rotate properly (#45752)
* footprints no longer always show south-entering prints

* footprints can be rotated without breaking

* return consistency
2019-08-08 01:48:24 -07:00
MMMiracles
cf5fa29c14 various fluff mapping items (#45699)
* ignore me thanks

* ass

* loads of misc fluff shit

* irrelevant shit

* chain file
2019-08-05 19:17:13 -07:00
tralezab
64550884fa [READY] Ian's Birthday Holiday (#45356)
* ian's birthday

* missing )

* hop shirt + bday cake is on front desk

* confetti 1/2

* confetti 2/2

* corgi balloon, hop gets a knife to cut the cake

* forgot knife + inhands + mapping

* oranges review, old var removed

* oranges request ;)
2019-07-25 23:23:53 -07:00
Rob Bailey
440e1b19d2 fixes runtimes related to trash in nullspace (#45160) 2019-07-13 00:42:21 -04:00
cacogen
85ca0d5272 Adds stats to creation/destruction of cleanable decals and trash on station (#44989)
* Adds stat tracking to mess on station

* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor

* adds mapload arg to init

* asdasd
2019-07-12 14:11:23 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
Emmett Gaines
6e1a049052 Removes an infective GetComponent (#44422)
* Removes an infective GetComponent

* Adds a meme underscore

* Restructures signal registration
2019-06-11 13:59:08 +02:00
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
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
AnturK
c2d624f46e Fixes bloodtrails 2019-05-22 20:35:09 +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
ShizCalev
713a08348a Motor oil can now catch on fire (#43127)
It's logical.
2019-03-17 09:37:32 -07:00
ShizCalev
1ebbab60ec Fix slippery oil never initializing, move some Initialize() to ComponentInitialize() (#43129) 2019-03-16 19:09:47 -07:00
Time-Green
ad1dd38655 Adds snailpeople as a rare genetic meltdown effect (#42889)
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)

PROS

- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail

- Their blood is spacelube

- They get a cool armored nodrop snail shell

- They don't slip

CONS

- Very slow

- Punch is pathetic

- Tttaaalllkkk llliiikkkeee ttthhhiiisss

- Extremely vulnerable to salt

- Can't wear glasses

Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails

You can also get gastrolisis by random_reagent_id, so maintpills and botany

🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628

Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
2019-03-02 09:40:56 +13:00
Erik
0344b98df1 The spraycan now works on walls again. (#42519)
* Graffitis from the Spraycan now works on walls.

* Graffitis can be Sprayed on walls again.

* add a comment, rerun checks
2019-01-26 12:57:49 -05:00
coiax
cf0bb75600 Glowing goo glows more; roundstart goo contains radium or uranium (#42235)
* Glowing goo glows more, and always contains radium

🆑 coiax
tweak: Glowing goo now glows a lot more noticably in the dark, and
always contains radium.
/🆑

You can barely see it in the dark, should glow more. Also, the normal
in-game method of creating it is spilling radium on the floor, so all
glowing goo should have radium in it, even the roundstart stuff.

* Roundstart goo now contains either radium or uranium

* Radium is now a subtype of uranium, because nearly-identical behaviour
2019-01-07 21:07:54 +11:00
WJohn
3a23c4560b Redesign the Raven Battlecruiser escape shuttle (#42211)
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.

This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
2019-01-05 15:02:05 -08:00
Jack Edge
e647645aea Fixes "rotting old rotting gibs"
🆑 coiax
fix: Old rotting gibs no longer have the name "rotting old rotting gibs".
/🆑

Whoops, missed that.
2018-12-18 19:27:07 +00:00
tortellinitony
9ddb46009b Glitter can be clickthrough 2018-12-12 11:53:49 -05:00
coiax
277c8c078c Gibs now rot and generate miasma (#41782)
* Gibs now rot and generate miasma

🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑

Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.

* Rot component, for things that rot

* Whoops

* No longer processes, so doesn't need to stop
2018-12-10 00:29:42 +11:00
imsxz
5b34ab3a01 makes glitter use new atmos overlays (#41644)
cl imsxz
fix: glitter now uses the updated atmos overlays
/cl
Fixes #41564
2018-12-09 22:59:26 +13:00
ShizCalev
e7cc2074c6 Fixes missing decal icons, repaths food cleanables to cleanable/food (#41573) 2018-11-28 23:12:35 -05:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
ShizCalev
48fea40ce6 Fixes dried blood decals showing up as normal blood 2018-11-17 12:13:47 -05:00
ShizCalev
60133f90ab Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 14:24:12 -05:00
ShizCalev
87faef9019 Adds logging to reagent transfers 2018-10-31 08:36:21 -04:00
nicbn
10278bebde New sprites for gases (#40873)
* take one

* take 2

* oops

* take n

* n2o thing

* Update LINDA_turf_tile.dm

* Update atmospherics.dm
2018-10-14 16:43:08 +03:00
MrDoomBringer
ccf3623c93 Prevent deepfrying space (#40558) 2018-09-30 13:59:55 -07:00
cacogen
00feea5594 Janitor balance changes (#40141)
cl cacogen
balance: Space cleaner in spray bottles travels 5 tiles instead of 3 (doesn't affect other reagents)
balance: Trash bag fits in exosuit slot of janitor biosuit
balance: All soaps are faster
balance: Soaps now clean all decals on a tile instead of just one
balance: Soap now has limited uses (100 for most, 300 for NT brand which janitor gets)
balance: Mops are considerably faster
balance: Basic mop holds twice the reagents
balance: Janitorial cart now refills mops completely with one click
balance: Basic and advanced mops are more robust (8 force and 12 force)
balance: Galoshes no longer leave bloody footprints
balance: Chameleon noslips no longer leave bloody footprints
fix: Bulb boxes can be used on light replacers refill them in bulk
balance: Light replacer can be used in-hand to change all bulbs on a tile
add: Custodial barrier projector which creates solid wet floor signs that force people to walk to pass (available through service protolathe)
/cl

Janitor's been an exercise in futility for years, and the job is made redundant by janitor cyborgs who can't even keep up with the mess themselves. Spreading blood is instant, but takes a lot longer to clean. The goal here is to make it easier to keep up with the mess and make the controls less finicky while avoiding affecting combat too much (the mop and spray bottle are is a good weapons after all).
2018-09-28 09:21:14 +12:00
vuonojenmustaturska
de357a79d8 Adds plasmaglass shards, they can be made into spears (#40327)
* stuff and things

* adds back missing gonbola

* remove useless var

* slapcrafting fix

* transfer memes
2018-09-19 23:05:43 +02:00
Mickyan
70dea34201 updated blood amount for alien/robot cleanables (#40175) 2018-09-10 13:47:08 -04:00
Mickyan
5b53ff69d1 Footprints scale with the amount of blood in the decal (#40148)
* footprints tied to blood amount

* sort of corrected comment

* properly fixed up bloodliness caps
2018-09-07 23:38:57 -04:00
WJohn
e54f1d5342 The great floor tile purge (#40065)
* Converts all colored plasteel tiles to turf decals.

* Removes now deprecated floor icons and paths.

* Hotfixes on three maps.

* Moves script to its own folder.

* Fixes wild west.

* Fixes holodeck

* Fixes eye rape bug.

* Fixes meta and lavaland biodome ruin having some missing textures.
2018-09-05 22:14:31 +03:00
nicbn
62b8c63c9a Port Oracle's dirt sprites (#39699) 2018-08-17 14:57:52 -07:00
Mickyan
42a7948f74 Light Step quirk stops you from leaving footprints (#39339)
* light step doesn't leave footprints

* description
2018-07-25 20:15:59 -04:00
cacogen
b343b33679 Gibs squelch when walked over (#38922)
* Gibs squelch when walked over

* removes if else from light_step check
2018-07-08 14:10:09 +12:00
Qustinnus
284f90a3ab Makes some requested changes to mood (#38851)
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl

oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
2018-07-08 13:50:54 +12:00
ShizCalev
e91171c0cb DV Cleanup (#37919) 2018-05-19 18:24:20 -07:00
Tad Hardesty
698a8d92dd Fix some missing icons 2018-05-12 21:51:59 -07:00
deathride58
cdf36c2c6f adds ambient occlusion as a client preference (#37406)
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.

cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
2018-05-08 10:06:44 +12:00
ShizCalev
8f64b6cb22 Changes cockroach guts to insect guts 2018-05-02 06:44:35 -04:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
Qustinnus
f79de1ec9b Adjusts the behavior of Mood on sanity (#36640)
cl Floyd / Qustinnus
balance: Changes rate of sanity drain and caps it depending on mood
/cl
Kor gave me permission to work on mood during the freeze so I could stop the fuckload of people that ping me 5 times with insults.

If you are only slightly sad, you wont go insane, but go to a cap, to go insane you /need/ to be in a bad mood at the same time, or you will go back to sane really fast. Also sanity drain rates lowered.

Also if there's bugs/issues with mood just make an issue on the issue trackers, I dont need you pinging me at 4AM to tell me how I'm horrid at things. It'll just make me get a headache. I'm making PRs in good faith, not to annoy the playerbase. The same respect in return would be appreciated.

If mood doesn't work out after this the Headmins will turn off the config, and I'll look into either rebalancing it or repurposing it.
2018-03-23 18:51:09 +13:00
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
0bc8550e1c Small moodie balance changes (#36242)
* quickfixes

* mooddefines

* im dumb

* zzz i sleep
2018-03-08 17:39:33 +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
Cruix
dedf5f5ed9 Disease antagonist (#35988)
* Virus antagonist initial commit

* Updated disease code

* Sentient virus improvements

* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances

* Added sentient virus event

* Renamed VIRUS defines to DISEASE defines

* Fixed bugs in rewritten disease code

* Fixed advanced disease Copy()

* Finalized disease antagonist

* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.

* Added better icons to sentient disease abilities
2018-03-05 13:55:10 +01:00
MMMiracles
6c2db52ab3 Snowdin 2.0 (#35000)
* wrah wah wah waaaah

* fences, new mountain turfs, sprites, top-side finished, misc stuff

* quick fix

* cut my life into pieces, this is my last resort

* lots of work done to the underground segment, more fluff bits and topside work

* removing depreciated bits and tgm conversion

* step_off

* damn these dirty VARS

* changes n stuff

* wanna build a plasmaman?

* decals commit fix

* map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen

* tgm conversion

* new barricade sprites, final map edits before testing

* mountain wall fix

* Update snow_storm.dm

i ate too mucha pasta
2018-02-05 17:09:34 +02:00
nicbn
dc09b1763e Adds tiny shards (#35070)
* Adds tiny shards

* .

* .

* .

* .

* .

* .
2018-02-04 02:40:01 -06:00
Jittai
df1a99ed8d [READY] Fixes de-initialization of cleanables-ash (#35191)
* Fixes de-initialization of cleanables-ash

* boop

* :x

* better execution

* prevent pile-up

* special ash

* comment cleanup

* cleanup 2
2018-02-04 02:12:22 -06:00