Commit Graph

376 Commits

Author SHA1 Message Date
Krysonism
9dd94322ef Adds 10 new drinks, some food reagents and goofconomizes champagne (#43825)
* Adds 10 new drinks + related stuff.

* Update code/modules/reagents/chemistry/reagents/alcohol_reagents.dm

Co-Authored-By: Krysonism <49783092+Krysonism@users.noreply.github.com>

* Update alcohol_reagents.dm

* Fixes the pwr game soda I messed up

* gives champagne the intended price

* Tries to fix the atrocious spelling and grammar

* Adds period

* Tries to appease cobby

Removes Mandela(RIP)
Makes misc changes cobby wanted to the best of my limited ability.

* Taking "catsip" out behind the shed

The drink catsip has been axed. Rest in peace.

* Reworks turbo to be more unique

Turbo no longer boosts your speed, but instead restores stamina based on how drunk you are. Enjoy responsibly, or get shitfaced and fight with security.
2019-05-13 16:46:52 -04:00
vuonojenmustaturska
e2104ed3c8 Blob refactor (#43872)
* blob refactor

* blobtype -> blobstrain

* fixes, chemical -> strain

* only /mob/living experience Life, blobs and other cameras can process if they need to

also other fixes

* call_life goes out

* ispath thing
2019-05-12 23:59:36 +02:00
vuonojenmustaturska
f5fdf4fa65 Makes vending machines use spritesheets over artisanal handwritten getflaticon memes (#43914)
About The Pull Request

Pretty much what it says on the tin.

Oh yeah I also removed the string concatenation nonsense in favor of multiline strings and a list.
Why It's Good For The Game

Removes many getFlatIcon calls during the round, also some runtimes from ephemeral items being created and immediately deleted when the vending machines are used.
Changelog

cl Naksu
tweak: vending machines now use spritesheets
/cl
2019-05-12 10:51:03 +12:00
oranges
1de8e39aad Add a log for paper edits
This should have been done ages ago
2019-04-09 22:48:06 +00:00
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
Tad Hardesty
9b57639f1c Add MOBILITY_PULL to the bitfields list (#43318) 2019-03-28 01:56:47 -04:00
ShizCalev
2c9b6c4d44 [s] adds logging to cloning 2019-03-18 16:18:02 -04:00
oranges
cde413db78 Add an asset cache log that logs send assets (#43089) 2019-03-17 11:31:07 +01:00
tralezab
0a51e7e1b9 [PROBABLY READY? REVIEW WITH SCRUTINY] New event: Fugitives (#42554)
* fugitives

* lets make this a bit cleaner

* cultists and the beginnings of security detail, lots of wip

* wip security

* WALDO (and some more work on yalp, of course)

* adding antagonist teams for both hunter and fugitives, roundend report beginnings

* this whole file is shit, but hopefully a little better

* it compiles (+ space police)

* some more work

* S.E.L.F. fluff

* grammar and icon fixes

* lets finish yalp elor, give it the justice it deserves

* moves hunter spawns to ship pods + russians P1

* moves hunter spawns to ship pods + russians P2

* fugitives and hunters now recognize eachother

* hunter spawning finished(?)

* missed this

* ATH's review

* runtime fixed, added yalp's transport ability

* anturk's review

* makes hunter.dm better trust me

* oopsies

* INVOKE_ASYNC

* russian ship + finally a (bad) sprite for the capture machine

* step > pixel, thanks travis

* mooshroom review p1

* mooshroom review p2

* improper use of /improper

* waldo's radio doesn't stick, police id

* candidate picking is more flexible + minor things
2019-03-06 10:17:46 -05:00
Time-Green
8a8cdce0cd protects genepulse from peepers 2019-03-04 15:12:29 +01:00
oranges
c9d2b8c5f8 Logging tweaks and fixes (#42817)
* Add a virus log, plus a log for facehuggers

Logs each infect event and contains detailed descriptions of the virus

I also added a log message for printing virus culture bottles including
who printed them

Finally i tacked on a change to adding a game log entry for facehuggers
because why not

* Further logging fixes and updates

Medbots now combat log

combat log no longer tries to run keyname on an object because that
doesn't make much sense

* Dead say no longer logs twice

* tabs to spaces
2019-02-26 21:13:36 +11:00
KomradeSpectre
0ceeee4d0c Port vendor icon display instead of color from Yogs (#42653)
Port of yogstation13/Yogstation-TG#2549
which is a port of Citadel-Station-13/Citadel-Station-13#7442
which is a port of OracleStation/OracleStation#50

This port visualizes items in all machines handled by _vending.dm, allowing a
person to see what they're buying before buying it. This is very useful for
clothing vendors for example, and much better than the previous system that had
vending machines choose from three colors randomly.

Credits to:
  * AndrewMontagne (Oracle, original implementation)
  * FlattestGuitar (Citadel)
  * nichlas0010 (Yogstation)
2019-02-05 20:20:38 -08:00
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
Jack Edge
6945a367c3 Changes the type pathing of some "random" items
🆑 coiax
code: Randomly coloured gloves and randomly coloured glowsticks now have
slightly different typepaths, but otherwise function the same.
/🆑

Essentially, these items just acted AS spawners by qdeling in Initialize
(or at least hinting) and spawning a new totally seperate item.

There is nothing that uses the auto-equipping of random gloves, so I
removed it.
2019-01-09 22:50:52 +00:00
kevinz000
7456587ed5 UNSTOPPABLE flag is now checked every time something tries to pass something instead of just once in the Move() proc (#41994)
UNSTOPPABLE flag is now checked every time something tries to pass something instead of just once in the Move() proc #41994
2019-01-04 00:08:09 +13:00
Qustinnus
0de28b726a [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (#41986)
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
2019-01-02 01:04:51 +13:00
Jordan Brown
4c3053d5eb Merge pull request #42041 from Jordie0608/alliwantforchristmasisaspaceinGameMaster
Rework of admin rank loading to support punctuation
2018-12-24 15:26:17 -05:00
Jordie0608
b9fb0388f7 rework of legacy admin loading to support punctuation with new format 2018-12-22 18:35:50 +11:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
coiax
d27c64c3a8 Christmas code changes (#41763)
* Christmas code changes

🆑 coiax
add: Santa can now examine presents to see what's inside.
del: Santa no longer has a mass summon presents spell, because of his
new regenerating bag!
add: Santa's bag regenerates presents as long as Santa is holding it.
balance: You can only find one gift under a christmas tree per round, no
matter how many trees you search.
balance: Santa's teleport does not announce where he's going.
fix: Fixed Santa not having a full head and beard of white hair.
fix: Fixed Santa not being genetically white-haired.
fix: Fixed Concentrated Barber's Aid not growing extreme amounts of
hair.
/🆑

The `box` var has been moved down from `/datum/outfit/job` to
`/datum/outfit`.

Added unlimited christmas tree with presents, for testing.

Santa's restriction against opening presents is now done by
TRAIT_CANNOT_OPEN_PRESENTS. Santa's ability to see inside presents is
done by the TRAIT_PRESENT_VISION, which also determines if Santa's Bag
will regenerate presents every 30 to 60 seconds.

Santa no longer starts with a breath mask and O2 tank, but instead has
an internals box. Santa no longer has a no-access gold ID, he can
teleport from room to room!

Gifts determine what type is inside them on initialization, rather than
when unwrapped.

- Reasoning -

Unlike last year, there are various possible methods of accessing
christmas trees spawners, allowing for an unlimited number of anything
presents. Cutting down the presents to one per round regardless of tree
count will avoid this.

Santa should be able to see what he's giving, because then he can reward
the naughty and nice children with different gifts.

* Missed a merge

* Adds present investigate logs, and visible messages

* Use the body+mind checking of mob.has_trait

* Less globals, more static vars on types; also event renaming
2018-12-16 12:44:53 +13:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
oranges
c11827f36d Merge pull request #41861 from 81Denton/nice
Adds comments to landmarks
2018-12-09 23:29:15 +13:00
Time-Green
29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
Denton
856e573ff9 Adds comments to landmarks 2018-12-08 10:59:53 +01:00
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
Wiznerd
9ab376fed7 Adds a new AI Core Sprite (#41576)
* Update flavor_misc.dm

* Add files via upload

* Delete ai.dmi

* Delete ai.dmi

* Add files via upload

* Update flavor_misc.dm
2018-11-19 14:35:10 -05:00
Shdorsh
9343d9e70a [READY]Removal of circuits (#41108)
* Delete integrated_circuit.dm

* Delete integrated_electronics.dm

* Delete pins.dm

* Delete wirer.dm

* Delete helpers.dm

* Delete printer.dm

* Delete analyzer.dm

* Delete debugger.dm

* Delete detailer.dm

* Delete assemblies.dm

* Delete saved_circuits.dm

* Delete boolean_pin.dm

* Delete char_pin.dm

* Delete color_pin.dm

* Delete dir_pin.dm

* Delete index_pin.dm

* Delete list_pin.dm

* Delete number_pin.dm

* Delete ref_pin.dm

* Delete selfref_pin.dm

* Delete string_pin.dm

* Delete passive.dm

* Delete power.dm

* Delete access.dm

* Delete arithmetic.dm

* Delete converters.dm

* Delete data_transfer.dm

* Delete input.dm

* Delete lists.dm

* Delete logic.dm

* Delete manipulation.dm

* Delete memory.dm

* Delete output.dm

* Delete power.dm

* Delete reagents.dm

* Delete smart.dm

* Delete text.dm

* Delete time.dm

* Delete trig.dm

* Update tgstation.dme

* Update multitool.dm

* Delete circuit.dm

* Update tgstation.dme

* Update netdata.dm

* Update ntnet_interface.dm

* stuff

* Update packs.dm

* Update electronics_designs.dm

* Update electronics_designs.dm

* Update multitool.dm

* Update cavity_implant.dm

* Update cards_ids.dm

* Update walls.dm

* Update hostile.dm

* Update all_nodes.dm

* removes circuits from maps

* Revert "removes circuits from maps"

This reverts commit 14daf7770220a8a1d7a8fa497c92d9c866939160.

* Removes circuits lab from all maps

* removes circuits lab from lavaland syndicate base

* fixes space tiles under windows on meta

* Deltastation fixes

* Update multitool.dm

* Update flavor_misc.dm

* Replaces Box circuits with nanites
2018-10-31 15:17:04 -04:00
Jordan Brown
3d7fe20f72 Merge pull request #40997 from ShizCalev/suicide-roles
Adds a config option to automatically reopen job positions of folks who suicide at roundstart
2018-10-21 03:02:15 -04:00
nichlas0010
cd0c7774d7 Turn the AI icon selection menu into a radial (#40962)
Also removes "green" from the global list, since there's no AI display called
green, and renames "wierd" to "weird", so it works properly
2018-10-19 22:19:27 -07:00
ShizCalev
b3e4cc3dc2 Automatically reopens position slots of mobs who suicide at roundstart 2018-10-17 19:57:15 -04:00
ShizCalev
3787eda76a Adds AI core screen selection to character preferences. (#40761)
* Adds AI core screen selection to preferences.

* fallback
2018-10-16 11:24:20 +02:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
vuonojenmustaturska
a287380797 Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 14:28:28 +02:00
vuonojenmustaturska
6f26dfd1df Overhaul mecha logging (revival of oranges's PR) (#40664)
* Overhaul mecha logging

Removes user access to the log, not needed and that log can get large

removes all the internal log vars and passes all logging through to a
new log file, the mecha log

* somehow this makes it compile

* add it to the config too
2018-10-05 09:59:28 +13:00
Jordan Brown
3a73bb5046 Adds a bitfield helper (#40295) 2018-09-16 15:51:04 -04:00
Tad Hardesty
aff11eaaa8 Give multiple copies of shuttles their own area instances (#39890) 2018-08-27 06:04:48 -04:00
vuonojenmustaturska
daba3009ba Eliminate some duplicate typecaches 2018-08-24 00:33:21 +03:00
Denton
0b82b295f8 hhhh 2018-08-17 21:08:38 +02:00
Denton
6b9dbac489 Adds det office junctions 2018-08-13 16:17:21 +02:00
Denton
38a7120198 adds sortType commentary 2018-08-13 11:33:31 +02:00
Denton
0def32c772 [DNM] Adds more destination tagger locations 2018-08-12 21:20:26 +02:00
kevinz000
5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00
kevinz000
5b5e1ee577 Third time's the charm - Photography update: 7x7 cameras, photo logging with full metadata, persistent albums and wall frames! (#38944)
* Photography Update

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Photos broke, retrying

* Persistence stuff

* I'm almost done I promise!

* Persistence mostly working, compile, etc etc

* Persistence mostly working, compile, etc etc

* Remove something really not needed from the PR

* Prevents duplication

* default to off

* removes check tick

* increase slots in albums to 21

* Allows for singular loading

* Update camera_image_capturing.dm

* Addresses review

* Anturk

* Update camera.dm

* Update misc.dm

* Update datum.dm

* Update camera.dm
2018-08-01 14:52:41 +02:00
Tad Hardesty
6750962a17 Fix cyborg radio and module UIs being noninteractive (#39412)
* Fix cyborg radio and module UIs being noninteractive

* Fix AIs not being able to access their internals
2018-07-28 14:23:02 +02:00
Jordan Brown
d4a7f15ad2 Merge pull request #39340 from subject217/FLASHMAAAAAAN
Flashman 4: Shine Eternal
2018-07-25 20:18:00 -04:00
Unknown
19ec72bf0c adds the flashy costume
it actually works and doesn't look ugly
2018-07-24 15:59:22 -07:00
Patrick Chieppe
308bfdb1ed Telecomms chat logging (#39276)
* Add telecomms logging to a new file (telecomms.log)

* Add LOG_TELECOMMS config option
2018-07-24 22:38:25 +12:00
AnturK
766ea4dcc8 Custom names refactor (#39111)
* Custom names refactor

* Forgot this.
2018-07-15 17:03:19 -04:00
Time-Green
bf36dd4b80 Maintenance pills (#39038)
Adds maintenance pills. They are a rare maint loot that holds a random reagent, with exception of a few blacklisted ones. Their name and description are also random
2018-07-12 04:29:24 -04:00
Jordan Brown
89d59840b1 Fix and optimize Dockerfile (#39019)
* Change sound double quotes to single quotes

* Remove broken guitar note bs

* Fix and optimize Dockerfile
2018-07-09 22:42:53 -04:00