Commit Graph

901 Commits

Author SHA1 Message Date
Iamgoofball
a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
spookydonut
d18dbc8226 Remove spawn in favour of timers (#50562)
* Remove spawn in favour of timers

* aaaaaa

* Qdels

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-27 02:15:36 -03:00
Bobbahbrown
6578479184 [READY] Runechat: 'Runescape-like' Chat Message Overlays (It's back!) (#50608)
* first-version

* let's do those recommendations first

* color moment

* reorganization, prefs

* certified layer moment

* virtual speakers BEGONNE

* remove naughty bits, better sizing

* gimme the message mode

* rename that pesky pref and hide chat bubbles

* exponential decay moment

* async moment

* fixes

* fixes

* the players have decided they don't want to hear themselves on radio

* Fix bug with holograms incorrectly rendering messages

* rohesie's suggestion

* Color tweaks

* hallucinating now shows message properly

* pref moment

* updates

* rohesie's suggestions

* fix moment number 5

* less smelly more epic

* unfix the fixes and refix them

* a conscious change

* return of the prefs
2020-04-25 15:48:10 -03:00
Aleksej Komarov
b8edd9cddd Fix MalfunctionModulePicker (#50665) 2020-04-24 23:45:35 -03:00
spookydonut
9db363b992 Merge pull request #50627 from willox/dupe_fixes
Fix instances of duplicate variable definitions in types
2020-04-24 22:27:15 +08:00
Archanial
d80e059a55 Cult stun nerf (#50522)
* gonereducedtoatoms

* Icannotspellplesnofunofme

* bloodgone

* staminaloss
2020-04-23 18:02:35 -03:00
William Wallace
0039686bf5 families: beat cops spawn with correct backpack (removing duplicate var) 2020-04-23 04:02:41 +01:00
Fikou
564620c14d changes cult sprites + radials (#50620)
* makes cult sexy

* turns cult sprites into sex

* gurgr

* hola

* final commit maybe

* FUCK

* shit

* a

* walla walla bing bong

* man fuck

* i didnt even know you could do this wtf

* new sounds from actioninja

* ahoy spongebob

* yeah

* bazinga

* should be finished

* oops
2020-04-22 11:57:00 -03:00
Aleksej Komarov
2979838c38 Fixes, Reworks, New Tabs and General Misery 2020-04-19 19:38:55 +03:00
actioninja
158e70df99 remove deprecated style var 2020-04-19 19:36:40 +03:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
Ryll Ryll
ad3a5bc6a5 Add auto-deadmin timegate option + pref for admins to ignore cult ghost summon (#50460)
About The Pull Request

1 config change and 1 preference change:

    Adds a config option AUTO_DEADMIN_TIMEGATE that, when defined, only enforces config force-deadmins for all roles/sec/command/silicon/antag for the first X seconds in the round. After this time expires, the game will defer to the individual's deadmin settings.
    Adds a preference for admins to ignore being summoned by cult ghosts, starts disabled by default. Nice for when you're sitting around observing a cultist and don't want to be bugged by them suddenly summoning you!

I'm not 100% with dealing with prefs and configs but stock settings preserve previous functionality and must be manually enabled to have effect. Please look it over and offer advice if changes are needed!
Why It's Good For The Game

I don't like the auto-deadmin config option being on in the first place since it's annoying to get deadmin'd when I'm testing antag stuff, but I spoke to @Twaticus who indicated they like having it for roundstart, but agreed it was annoying when trying to test stuff later in the round. This is a simple compromise that lets config-controllers still force people to deadmin at the starts of shifts where most of the proscribed roles are assigned, while not bothering other admins who make themselves a blob at the thunderdome an hour in to test something.
As for the cult ghosts, I hate suddenly getting summoned as a cult ghost while I'm adminning, but other people like being able to be summoned while currently admin'd, so pref time.
Changelog

🆑 Ryll/Shaps
config: Added AUTO_DEADMIN_TIMEGATE which allows config force deadmin settings to only apply for the first X seconds in a round. Starts disabled
admin: New preference to ignore being summoned as a cult ghost while admin'd, starts disabled
/🆑
2020-04-19 21:42:41 +12:00
Rohesie
0738549b5b Client loss on Login() handling (#50073)
The client variable can be nulled at any point between proc calls during Login(), at the very least between parent calls for sure. That can produce dirty additions to mob lists among other less problematic runtimes.
This attempts to handle it.
2020-04-07 08:13:38 +12:00
Qustinnus
5f8233037c Families wanted stars now only show up when you are involved in it, and announcements for wanted level changes (#50283)
* Wanted level stuff

* fuck

* Update code/game/gamemodes/gang/gang.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/_onclick/hud/families.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/game/gamemodes/gang/gang.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/gang/gang.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/ert/ert.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-05 21:27:11 -03:00
Fikou
7138c067fd laughter demons now use the honk demon sprite on april fools (#50341) 2020-04-06 10:16:34 +12:00
Akrilla
954dc87cdd Contract tablet dropoff locator and other minor changes (#50259)
* dropoff and minor changes

* Update tgui/packages/tgui/interfaces/SyndContractor.js

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/antagonists/traitor/syndicate_contract.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* defines and build

* const defines

* Rebuild tgui

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-04-05 00:36:05 +03:00
Ryll Ryll
5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
Iamgoofball
b1131072a7 The Families gamemode now supports admin policies. (#50245)
* The Families gamemode now supports admin policies.

* yeet
2020-04-01 10:08:09 -04:00
Arkatos1
3bb4b326d0 Curse of the Barnyard is now a pointed spell (#50257)
* Initial commit

* Barnyard Curse is not a pointed spell, pointed spell code improvements

* Selection type consistency

* Grammar cleanup

* Cleanup and better mousepointer icon

* Line endings
2020-03-31 16:21:08 +08:00
Arkatos1
c7c2e4b531 Mouse pointer icons cleanup (#50241)
About The Pull Request

This PR reorganizes all mouse pointers icons in the codebase into a single folder under /effects, and removes 4 unused mouse pointer icons, all of which are remnants of the Clockwork Cult.

Also removes one rogue white pixel in blind_target.dmi.
Why It's Good For The Game

Better organization and less space taken by unused icons.
Changelog

cl Arkatos
code: Mouse pointer icons were reorganized to be more easily used in the future.
/cl
2020-03-30 10:00:39 +13:00
ATH1909
444b17be9d Massively Buffs the Lightning Bolt Spell (#49745)
* Update aimed.dm

* Update spellbook.dm

* Update aimed.dm

* Update aimed.dm

* minimum cooldown is now 2 seconds
2020-03-29 13:15:31 -04:00
ArcaneDefence
3b518482e0 Fix malf AI camera upgrade module (#50249)
Changes a see_invisible value that was being adjusted to be a 
lighting_alpha value that is adjusted when a malf AI uses the camera 
upgrades so that it no longer effectively blinds them.

The lighting_alpha value is the same value that nightvision goggles 
use, so players should be familiar with how things look with it, so 
that they will still be able to discern lighting levels in an area.
2020-03-28 11:35:13 -07:00
Coconutwarrior97
f1e4432574 Limit summon events to one cast for 2 points (#50223)
Just re-opening Buggy123's PR, props to them and those who contributed 
there: #49365

Tweaks summon events to have one use at a cost of 2 points. Approved by 
headmins.

Summon events won't be able to cause quite as much insanity with an 
event happening every minute.
2020-03-27 23:24:32 -07:00
Arkatos1
7fb478c83b Mind Transfer is now a pointed spell (#50119)
* Mind Swap pointed spell

* Cast safety, cleanup

* Warning messages cleanup

* Autodoc

* Update code/game/objects/items/granters.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/spells/spell_types/mind_transfer.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Review fixes

* Blind range check fix

* Generic range check and cleanup

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-03-26 15:47:29 -03:00
Fikou
a59e4fb1b5 merges civilian and service departments (#50142)
* merges the service and civilian departments

* yee haw
2020-03-26 22:05:28 +08:00
Rohesie
0cf8f7cd9d Dynamic current_players lists rework (#50013)
* current player lists

* Docs
2020-03-21 17:05:13 +01:00
Arkatos1
b4cdb87115 Screen icons cleanup (#50089) 2020-03-21 09:53:03 -03:00
Fikou
07fcd46abc adds wizard gloves (#49947)
* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* adds wizard gloves

* uh oh, mergie conflicties!

Co-authored-by: Changelogs <action@github.com>
2020-03-20 17:56:28 -03:00
ArcaneDefence
4dd4d0e6f6 Abductor console exploit fix (#50050)
* Cooldown vars

* Changes how the cooldown is determined

* Further change as requested

* Continued changes
2020-03-20 00:52:07 -07:00
Arkatos1
9bf056f7ac New spell type - Pointed spells (#49909)
* Initial commit

* Ranged Blind override version

* Pointed spells category, repath, blind icons and blind pointed spell

* Icon resize, cleanup

* Trigger bugfix

* Code cleanup

* Cast cleanup

* Refactor, easier inheritance, specific intercept checks
2020-03-20 00:12:31 -07:00
IndieanaJones
422ef20ba8 [READY] Space Dragon Rework (#49344)
* Remove Space Dragon from drake.dm

* Add space_dragon.dm

* Update spacedragon.dmi

* Add actions_space_dragon.dmi

* Add carp_rift.dmi

* Load space_dragon.dm

* Update space_dragon.dm antagonist file

* Update spawn_dragon.dm Spawn Event

* Update misc.dm for Space Dragon Win Definition

* Update role_preferences.dm to include Space Dragon

* Update ticker.dm to include Space Dragon news message

* First Trailing Newline for Travis

* Second Trailing Newline for Travis

* Changing rift to rifts

* Update antag file with proposed new weight and time

* Update the Greeting to be Correct

* Update space_dragon.dm mob file

* Remove Space Dragon Win Definition

* Remove Space Dragon News Message

* Undo Whitespace change

* Update space_dragon.dm

* Travis got mad about how I spelled CENTCOM in Autodoc Info

* Update code/modules/events/space_dragon.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update space_dragon.dm

* Update space_dragon.dm

* Display Space Dragon in his own section of the Antag Panel

* Use the new Spacewalk trait

* Add Speed Boost After Rift Charge, Passive Healing While On Rift

* Adds Space Dragon to the Dynamic Midround System

* Notify Ghosts When a Carp Spawn is Added

* Actually Fix That

* Reduces Space Dragon's Spawn Weight from 10 to 5

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-03-19 22:01:52 +01:00
Rohesie
d74c0bfba1 Merge pull request #50012 from kingofkosmos/time_tenses_to_present
Verb time tenses to present tense
2020-03-19 16:19:49 -03:00
kevinz000
d5cd073887 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-03-17 09:48:02 -07:00
ShizCalev
3f9920db1a Merge pull request #49956 from Iamgoofball/comrade
Families Update 1: Preference for roles, Space Cop Ballistics, Balance Tweaks, Fixes
2020-03-17 03:23:06 -04:00
skoglol
60cdc81c07 Merge pull request #49756 from IndieanaJones/blobtweaks
Blob Minor Buffs
2020-03-17 01:20:15 +01:00
IndieanaJones
c1e2a4126b Update distributed_neurons.dm 2020-03-16 20:10:31 -04:00
kingofkosmos
79c5a80ca0 Visible_messages verb time tenses changed to present. 2020-03-16 14:55:25 +02:00
spookydonut
eaf8d2496e Makes spacewalk a trait (#49590)
About The Pull Request

less vars, lets you make stuff spacewalk via a trait
2020-03-16 20:34:55 +13:00
iamgoofball
201bcc5bde hgffg 2020-03-15 03:21:51 -07:00
iamgoofball
fb19084473 Merge branch 'comrade' of https://github.com/Iamgoofball/-tg-station into comrade 2020-03-15 03:05:05 -07:00
iamgoofball
a9a81b4a47 fixes 2020-03-15 03:04:53 -07:00
Iamgoofball
eac9cc9f9f Update ert.dm 2020-03-14 23:06:20 -07:00
iamgoofball
fee67356ea Families Update 1: Preference for roles, Space Cop Ballistics, Balance Tweaks, Fixes 2020-03-14 22:59:47 -07:00
skoglol
b94cf14b8a Merge pull request #49235 from Bawhoppen/prisoners
Redesigns and Expands Permabrig
2020-03-13 05:08:24 +01:00
Iamgoofball
6284eecded Adjust some Families objectives based on feedback. (#49882)
* Adjust some Families objectives based on feedback.

* Update gang.dm

* Update gang.dm
2020-03-12 13:47:31 -04:00
Bawhoppen
7f73fd2a7b Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
2020-03-12 05:06:09 -05:00
kevinz000
2c25b2cdfd Merge branch 'master' into movespeed_modifiers_take_two 2020-03-10 00:59:01 -07:00
Iamgoofball
3203f19290 The Families Gamemode. Home. At least it was 'til I fucked everything up. (#49274)
Adds the Families gamemode to the codebase. In this 1 hour showdown, 
multiple criminal families are placed onto the station with their goal 
to rack up the most points by the end of 1 hour. At which point, the 
Space Cops hit up the station to crack down on the family activity. The 
severity of the Space Cops is based on how much carnage and murder the 
families have committed.

## Why It's Good For The Game

With an actual official medium/heavy RP server, and the codebase taking 
a much harder swing towards heavier consequences for death, a more 
player focused gamemode with a unique swing on teamwork, the concept of 
what exactly is an antagonist, and trust/paranoia will do wonders to 
help improve that atmosphere.

Previous tests went extremely well(when administrators weren't 
intentionally sabotaging it by welderbombing families as the Head of 
Security every single round immediately with no escalation), but 
suffered from "this just isn't a gamemode for no RP servers like /tg/".

However, /tg/ is now an RP server.

Get ready to rep your family.

## Isn't this just Gang?
Heck no. Only thing similar is tagging turf and the fact criminal 
groups are involved. This mode is completely different otherwise.

## Heck yeah, where do I sign up?
Ask a family member where their Signup Point is, and then simply click 
on it with an open hand. You'll be signed up for the family instantly, 
and given some sick threads and a spraycan for tagging.

## How do I rep my family?
Wear your gang's uniform or colors similar.

## What does it mean to roll with a crew?
Travel in a group of four or more for bonus points towards your gang.
However, you receive less for having eight or more, so be careful. Try 
to spread your crews out!

## I'm an X, what do?
Gangster: Yeah, go do whatever. Wanna backstab your gang? Go for it. 
You can switch sides at any time by clicking on an enemy gang's sign up 
point. Wanna murder some snitch because they ratted you out to the 
pigs? Do it. Wanna pressure the locals into supplying you with goods to 
export? Emergent gameplay.
Civilians: Wanna join a gang? Go for it. Gangsters probably shouldn't 
be arbitrarily murdering you, but if you're repping someone else's 
colors, don't expect to be given a free pass. After all, uniforms are 
the only way to really identify a gang member.
SPACE COP: Get rid of all the gangsters. Secure the station. Protect 
the law. Uphold the law. Eat donuts.

## No huds? How can I tell if someone's part of my group?
Tough shit, man. I hope you like trust.

In short, this gamemode will be a fun exercise in how far the 
playerbase can go in regards to trusting eachother and unifying to meet 
a common goal for their group with no rules, gameplay mechanics, or 
anything actively forcing them to work together.

## How do I know if someone is a gangster?
1. Are they wearing a gang uniform/color?
   If yes, they're probably a gangster.
   If no, they're probably a civvie.
2. Are they attacking gangsters?
   If yes, they're probably a gangster.
   If no, they're probably a civvie.
2020-03-08 18:33:54 -07:00
IndieanaJones
025d0fc5f1 Update blob_mobs.dm 2020-03-07 13:41:17 -05:00
ShizCalev
b1505f894f Merge pull request #49769 from Arkatos1/tally_modules
Logs malfunction modules purchases in the feedback database
2020-03-06 21:43:23 -05:00