Commit Graph

11963 Commits

Author SHA1 Message Date
RaveRadbury
8dcfdff576 [READY] pAI's have headsets and can use encryption keys (#43603)
* pAI's have little AI headsets and can use encryption keys.

* pAI's now spawn radio AND headset.

Reverted radio code and changed new variables to the new headset var

* Undid the comment out of radio code.

As far as I can tell this isn't working properly though. Tried testing it locally and can't enable/disable radio as pAI or master.

* Removed redundant null keyslots.

* Final version

It should all work.

# Conflicts:
#	code/game/objects/items/devices/radio/headset.dm
#	code/modules/mob/living/silicon/pai/pai.dm

* Merge

* Mergies

* Update code/modules/mob/living/silicon/pai/pai.dm

Co-Authored-By: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
2019-04-24 11:30:27 -04:00
AnturK
d81ff09046 Atmos adjacency subsystem revival (#43447)
This improves init times and makes explosions and other shit that modifies a bunch of turfs faster by saving a proccall and potentially not doing the same work more than once.

cl Naksu
code: Turf adjacency list updates are now handled by a subsystem queue
/cl
2019-04-24 21:21:25 +12:00
Time-Green
48370e5a35 Adds the fat extractor (#43337)
* Adds the fat extractor

* adds emagged option

* new icons and fixes

* update light

* adds a fucking comma

* Update code/game/machinery/fat_sucker.dm

Co-Authored-By: Time-Green <timkoster1@hotmail.com>

* name constistency

* Update code/game/machinery/fat_sucker.dm

Co-Authored-By: Time-Green <timkoster1@hotmail.com>
2019-04-23 13:15:10 -04:00
bgobandit
0f7f29e3b2 Intercoms/radios show the frequency they're set to on examine. (#43669) 2019-04-23 09:54:47 -04:00
blessedmulligan
907febbdcf Allow RPD to place pipes on tiles with grilles/windows (#43671)
Before, clicking on windows or grilles with rpds would not do anything.
Now, it will attempt to place a pipe/whatever on that tile.

the inability to build pipes through windows without deconstructing them
is obnoxious and arbitrary, especially since you can build through walls
no problem. This streamlines the workflow of almost any atmos funtime
shenanigans.
2019-04-22 20:43:37 -07:00
Whoneedspacee
5b89dea70f [Ready] The Virtual Reality Hub (#42879)
About The Pull Request

VR sleepers now lead to the VR Hub, a place with a bunch of portals that lead you to other areas, or just has chill stuff like a bar. Includes portals to all the old vr maps, the megafauna training simulator map, a soon to be minecraft map, and my crappy game runner where you run away from falling tiles and fight to be the last person to survive. Merges murderdome and syndicate trainer into the vr hub map so they spawn every time with vr. Recall portals now can have multiple exits to support the old vr waypoint system from the hub. Also moves a lot of stuff around in the files to make it more organized. There's now also a ghost role that can access VR as well with infinite spawns.

VR NOW HAS A CONFIG OPTION SO ENABLE IT OR VR WILL NOT WORK.
Why It's Good For The Game

Being a ghost is boring for most people, it's nice to have a place for people to hang out rather than just leave the server. This is also a nice place where people can put gamemodes they're testing or other fun little minigames that can't be main gamemodes. VR currently is not used by really anyone so I don't see anyone getting bothered by this PR as well.
2019-04-22 12:16:11 +12:00
RaveRadbury
9a7eabbacc Change 'return' to 'return menu' so it works now (#43631) 2019-04-17 14:27:19 -04:00
William Wallace
a944c2a362 Ghosts can analyze gas mixes and some new objects can be analyzed (#43502)
* Ghosts can analyze gas mixes and some new objects can be analyzed

* Replace show_air_status_to with atmosanalyzer_scan
2019-04-16 21:46:36 +12:00
RaveRadbury
cc0c7ea306 Expands service channel access to HoP-reporting jobs. (#43601)
* Gave service headsets to jobs that report to HoP (not assistants, obviously). Created a headset and encryptionkey for lawyers that is sec service (similar to genetics)

* Typo

* Less copypasta more sensemaking
2019-04-16 21:36:32 +12:00
Tad Hardesty
6f4f462933 Add a missing period when splitting stacks (#43604) 2019-04-15 14:40:30 -04:00
RaveRadbury
3d0d8afd48 pAI cards update on availability while in inventory (#43587)
pAI cards will now provide updates about available personalities even
when in a player's inventory. Improves the pAI matchmaking system, making
personalities more likely to be noticed and downloaded.
2019-04-14 21:49:25 -07:00
RaveRadbury
369933d541 pAIs eject into hands (#43592)
Currently pAIs cannot be configured for DNA and secondary directives
while inside a PDA. If I need to eject my pAI from my PDA, why would I
want to drop it on the floor, especially when it hasn't been configured?

An activated pAI is too valuable to drop from your PDA directly to the
ground.
2019-04-14 21:41:48 -07:00
oranges
c013c37a9c Merge pull request #43463 from subject217/ashwalker
Ash Walker flavor text modification
2019-04-08 09:12:04 +12:00
RaveRadbury
89f4e05079 Allow bike horn and baguette to equip to belt and back (#43471)
A lot of equipment can be placed on the back and belt slot. Much of this
equipment is job specific. Sadly, the Clown and Mime have been left out
of the fun.

Why should all the other jobs have the fun of belt and back slots?
Sometimes you want to mosey around the station like a honkin' cowboy,
your bikehorn clipped securely to your belt. Now you can. Your trusty
honkshooter is ready to go. DRAW!

Or maybe you're a Mime who wants his crusty baguette saber at his side.
EN GARDE!
2019-04-06 01:28:37 -07:00
Rob Bailey
a9b39afe66 [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request

A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game

Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog

Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.

cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
2019-04-04 18:58:09 +13:00
Tlaltecuhtli
ec1ad61558 new cargo crates & tweaks (#43454)
* 1

* 2

* finall pre pr

* oof

* oof

* testing merge conflict fix

* test mk2

* test mk3

* plant & chem

* bvcgr

* fixed stuff

* grammar stuff

* fixes clothing + cobby bribe

* new sprites by wjohn

* Update code/modules/clothing/suits/armor.dm

Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>

* tweaks .38 stuff

* Update code/modules/cargo/packs.dm

Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>

* nuclear option
2019-04-03 14:23:38 -04:00
Kierany9
3b80b35cb7 Fixes the radar bugs for real (#43385)
* fixes it for real

* possible
2019-04-03 11:27:42 +13:00
Militaires
3ff0287d90 [READY] Outputs Datum Cooldown: For Real Guys This Time (#43038)
cl Basilman
fix: Added a cooldown for datum outputs
/cl

also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.

also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
2019-04-03 10:48:37 +13:00
Unknown
c13420e75a initial 2019-04-02 00:18:23 -07:00
Tad Hardesty
3d098c890a Standardize obj/updateicon() and update_icons() to update_icon() (#43418)
* Standardize updateicon to update_icon

* Standardize obj/update_icons() to update_icon()

* Fix pneumatic cannon infinite loop
2019-04-01 18:08:19 -04:00
AutomaticFrenzy
6276b0996c Show correct message when examining soap (#43397) 2019-03-31 12:10:43 -07:00
ShizCalev
f2cea780aa Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 13:54:55 -07:00
pireamaineach
617880080c [NOT FUCKED ANYMORE] Numerous detective related changes. (#43317)
Numerous detective related changes.
2019-03-29 13:23:38 -04:00
AnturK
1dbcaf78a1 Adds simple framework for learnable crafting recipes (#43296)
* Adds simple framework for learnable crafting recipes

* whoops

* Moves teach/check functions to mind

* Code golf

* I just moved these around but fine.

Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
2019-03-29 11:55:29 -04:00
Tlaltecuhtli
fde4c92638 fixes vending machines not having refill parts (#43314)
* 1

* 2
2019-03-28 01:55:50 -04:00
PKPenguin321
e528c2c528 Cool & good new arcade game (#43247)
* cool & good new arcade game

* fixes issues, code improvements
- arcade machine board selection now uses pickweight
- the amputation machine actually works and has sound effects now
- removes raregame var and base path for arcade boards

* more comprehensive arm checks

* better arm detection

amputation game will now target the active hand first
arm checks improved to not be redundant
saved a var definition in the prize vending code
2019-03-27 22:29:08 -07:00
PKPenguin321
8b8fee0ab5 X-Ray Balance (#43340)
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.

Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
  will never have the gene naturally

Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
  (see above)

Thermal vision is just a strictly worse xray
2019-03-27 22:18:20 -07:00
AnturK
0c25ec40a5 Fix spraycan changing opacity and paint remover not working on objects (#43358)
The paint remover change is technically a buff but it was kinda
inconsistent with all other color removal sources.
2019-03-27 21:53:14 -07:00
ShizCalev
c1f7d01334 Repath /obj/structure/chair/office/dark to /obj/structure/chair/office (#43269)
The parent was just a dummy path, no sense having it really.
2019-03-26 20:43:30 -07:00
ShizCalev
9ec4499f35 pulling offset fixes (#43307)
* pulling offset fixes

* commentary change
2019-03-25 12:45:46 -04:00
Tad Hardesty
956acb2d8e Fix heirloom bodybags being destroyed by use (#43262)
* Fix heirloom bodybags being destroyed by use

* Destroy folded bag if it hasn't been moved back into the world
2019-03-23 16:36:40 -04:00
ShizCalev
5c24f38b92 Merge pull request #43219 from AutomaticFrenzy/patch/adaptive-paint
Rename the "any color" paint bucket to "adaptive paint"
2019-03-21 23:54:36 -04:00
Strommer Kilian
145cbe4f3b Allow spawnergrenade to do something with the atoms it spawns (#43258)
Adds a new proc to /obj/item/grenade/spawnergrenade called afterspawn,
it is called after all the atoms have been spawned and gets passed a
list to those. Children of spawnergrenade can override this proc to do
things to the spawned atoms, for example emagging bots after spawning.
2019-03-21 20:48:13 -07:00
81Denton
1d18047940 Fixes latejoin AI core grammar/adds multitool hint (#43231) 2019-03-21 16:18:28 -04:00
Rob Bailey
930e9dc501 [READY] Darkmode fixes (#43252)
* better darkmode v1

* ever better colors

* slightly improved tip color + fixed scrolly bug

* updates skin.dmf as well as some small color tweaks

* slightly tweaked more readable info and admin shit

* span_class fix

* merges ooc fixes

* whoops

* MC and ticket screen fix

* no default darkmode

* skin fixes

* more obnoxious adminpm

* more obnoxious adminshit

* skin revert to ensure proper light theme.

* prevents weirdness with default whiteness
2019-03-22 08:56:17 +13:00
ShizCalev
ebe3cb2442 Improve grammar on prosthetic limb repair message (#43204)
Repairing robotic limbs attached to yourself will no longer refer to you
in the third person.
2019-03-20 15:46:05 -07:00
ShizCalev
f10c962b1d Fixes floorbot construction with normal toolboxes. (#43112) 2019-03-20 11:12:00 -04:00
Pandolphina
60c22f1651 Fixes #43191 (#43195) 2019-03-20 10:55:13 -04:00
Tad Hardesty
a606618fd2 Rename the "any color" paint bucket to "adaptive paint" 2019-03-20 01:57:02 -07:00
Tad Hardesty
745dbdbbf1 Fix a use of src in a global proc, some kwargs (#43154) 2019-03-19 12:05:34 -04:00
4dplanner
34a90c6af9 makes quantisation level for chemistry finer (#43135)
* Quantises liver purging

* Moves quantisation to holder procs

* Finer quantisation

* Scanners display to 3dp
2019-03-18 11:02:35 -04:00
ShizCalev
cf701f94fc Improve rainbow crayon/spraycan click code (#43146) 2019-03-17 15:02:14 -07:00
oranges
b526be704c TGUI and asset cache sending improvements (#43090)
Pills are now two spreadsheets instead of individual icons.

This reduces assets sent by about 19-20.

Furthermore tgui has been extended with a new proc ui_base_html which
allows a user to customise the html sent as the base for a tgui window.
This allows someone to provide custom spritesheet css as links in a
specific tgui window without having to add it to the global html.
2019-03-17 09:47:48 -07:00
ShizCalev
713a08348a Motor oil can now catch on fire (#43127)
It's logical.
2019-03-17 09:37:32 -07:00
ShizCalev
4c7ef0a78d Merge pull request #43136 from Pandemonium1778/master
Buckler weight adjustment
2019-03-17 08:21:38 -04:00
Tad Hardesty
40cfebf2b0 Add some additional type annotations to lists (#43087) 2019-03-17 12:18:23 +01:00
4dplanner
72fc9bb043 Fixes wheelchairs [TESTMERGE ME :)] (#42894)
Changelog

cl
fix: Buckle objects can now properly specify lying angle
fix: Wheelchairs and other such vehicles let you use UIs even if your legs don't work
fix: You can now pull objects while in a wheelchair even if your legs don't work
fix: You no longer have a chance of sleeping upside down in a bed
tweak: No longer randomises lying direction a second time on fall
/cl

code: simplified can_stand code

fixes #41703
2019-03-17 23:22:01 +13:00
ShizCalev
1ebbab60ec Fix slippery oil never initializing, move some Initialize() to ComponentInitialize() (#43129) 2019-03-16 19:09:47 -07:00
nervere
a2ee826dbe Fix stunbatons being invisible (#43140)
Stunbatons were invisible because they were pulling from the initial name to
get their icon_state, meaning that their icon_state would be something like
stun baton, stun baton_active, or stun baton_nocell. I chose to do it this
way instead of changing the names of the icon_states because, to my knowledge,
no other sprite names have spaces in them.
2019-03-16 19:03:15 -07:00
Robo-Chap
4a7c9547a1 Update shields.dm 2019-03-15 22:55:24 +01:00