Commit Graph

382 Commits

Author SHA1 Message Date
AnturK
74e646b554 Revert "Removes unused optimization from SendSignal (#37551)" (#37776)
This reverts commit 8b8fc1a22c.
2018-05-10 11:35:26 +02:00
Jordan Brown
8b8fc1a22c Removes unused optimization from SendSignal (#37551) 2018-05-10 09:06:47 +02:00
kevinz000
85aef5755a Fixes EMPs (#37656) 2018-05-10 08:32:40 +02:00
vuonojenmustaturska
d95c220c37 [s] Removes some stationloving-related failure surface (#37727)
COMSIG_TRY_STORAGE_TAKE fails, leaving the disk out-of-bounds. forceMove HAS to be good enough here.
2018-05-09 09:39:59 +12:00
kevinz000
2d91fdbd93 Fixes mousetraps not going off from being dumped out (#37447)
* mousetrap fix

* fix mousetraps

* Update storage.dm

* Combine checks
2018-05-04 11:42:55 +02:00
Fox McCloud
76cb1cf060 Fixes Several Machines Materials Insertion (#37432)
* Fixes Several Machines Materials Insertion

* attackby disable and show on examine fix
2018-05-04 11:40:46 +02:00
ShizCalev
ba1030f803 Makes more messages pronoun sensitive (#37582)
* Makes more messages pronoun sensitive

* Some cleanup

* more pronouns

* rever
2018-05-03 18:45:55 -04:00
vuonojenmustaturska
fd4c753a04 replaces BANG_PROTECT_2 with a component, also kills OMNITONGUE_2 and flags_2 (#37597)
* kill BANG_PROTECT_2

* let's put this back in

* dirty

* kill OMNITONGUE_2

This is a write-only variable, probably leftover from some refactor years ago

* kill flags_2
2018-05-02 14:13:41 -04:00
Tad Hardesty
e268d6fe52 Fix placing boxes in storage implants (#37579) 2018-05-01 08:29:41 -04:00
Jordan Brown
8ce7d19c9c Merge pull request #37565 from ninjanomnom/component-limbo
Modifies component transfer to make ChangeTurf able to transfer components
2018-04-30 22:16:47 -04:00
ninjanomnom
ff856e4bf5 Proper method fixes 2018-04-30 15:54:59 -04:00
ninjanomnom
c1e5150681 Purge references in /storage/concrete Destroy 2018-04-29 19:13:18 -04:00
vuonojenmustaturska
3eb30b16f3 Replaces HEALS_EARS_2 with a component, adds a wearertargeting parent component for future use (#37530)
code: HEALS_EARS_2 is removed in favor of the earhealing component

code: wearertargeting component is available to subtype for components that want to target the wearer of an item rather than the item itself
2018-04-30 10:32:59 +12:00
vuonojenmustaturska
ccf8fc5bc5 Kills off three more flags from flags_2 (#37529)
code: More flags have been moved to their appropriate places
SLOWS_WHILE_IN_HAND
FROZEN
NO_MAT_REDEMPTION

all moved to item_flags
2018-04-30 10:32:23 +12:00
ninjanomnom
5028239b35 Modifies the component transfer to make ChangeTurf work 2018-04-29 18:11:02 -04:00
kevinz000
1383b34a7b [syou can no longer insert a storage object into itself, and therefore, no longer bohbomb with one boh (#37410)
* paradox

* fine, byond.

* src.
2018-04-29 16:22:33 -04:00
kevinz000
19ce08f157 More integrated circuits and NTNET upgrade! (#37165)
rscadd: Circuit ntnet components buffed. Added a new low level ntnet component that can send custom data instead of just the two plaintext and one passkey format, which things will use by default. Ntnet now uses a list for their data instead of three variables. they also have lowered complexity for the now weakened normal network component, and has lower cooldowns.
2018-04-28 13:23:44 +12:00
Dax Dupont
52a7ebcbff Refactors and fixes RPEDs (#37380)
* Refactors and fixes RPEDs

* Fixes storage related memes

* beams should probably always play
2018-04-27 21:12:41 +03:00
vuonojenmustaturska
640f2cf693 Adds a stationloving component to replace a couple of flags and SSinbounds with (#37436)
* station lovin' happened so fast

* Update stationloving.dm

* less qdel memes

* imbue soul signal

* rename imbue soul signal

* dupemode

* henk

* Update atoms_movable.dm

* Update nuclearbomb.dm

* Update nuclearbomb.dm
2018-04-27 14:35:53 +02:00
Jordan Brown
0ed16813fc Merge pull request #37342 from ninjanomnom/vis-border
Makes it possible to see tiles past z transitions
2018-04-26 16:24:19 -04:00
Jordan Brown
a1b89c3643 Removes redundant COMPONENT_INCOMPATIBLE crashes (#37389) 2018-04-25 06:53:43 -04:00
ninjanomnom
12c60e4208 Future redundancy removal 2018-04-23 16:44:09 -04:00
Jordan Brown
d21f09a15e Merge pull request #37299 from ShizCalev/ghost-bag-fix
Fixes ghosts being unable to see into nonadjacent bags
2018-04-23 10:04:26 -04:00
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
AnturK
be459f7db8 Fixes thermite immunities (#37359) 2018-04-23 10:07:07 +03:00
ninjanomnom
176d76ff90 Makes it possible to see tiles past z transitions 2018-04-21 16:46:12 -04:00
ShizCalev
57fce0d003 ghosts being unable to see into nonadjacent bags 2018-04-19 18:52:39 -04:00
pigeons
6135ec864f Refactors bitflag macro values into bitshifts (#37234)
* Refactors bitflag values into bitshifts

* minor formatting edits

* Unbitshifts a macro set that skipped 3 for whatever reason
2018-04-19 18:36:35 -04:00
kevinz000
a06df10ab2 Changes ntnet address assignment from numerical ascending to 16 hexadecimal randomized seeded (in English, everything is now randomized instead of predictable) (#37167)
* Emergency NTNet patch

* ok

* @naksu

* explicit null
2018-04-14 12:42:41 +03:00
kevinz000
ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
Jordan Brown
a80d9a24cc Merge pull request #37000 from tgstation/KorPhaeron-patch-2
Update compile options to make 512 support official
2018-04-11 16:12:27 -04:00
vuonojenmustaturska
8addcd5217 remove 512 version checks 2018-04-11 14:26:22 -05:00
AnturK
0821a16f0b Fixes swarming runtime 2018-04-09 11:04:41 -05:00
Grandmother of 50
115a8c3478 Archaeology... .... Code Cleanup (One day I promise!) (#36490)
* Improves Arch Code

* defines and stack_traces null values

* relocates 2 defines to "non-signal" section
2018-04-03 11:13:32 +12:00
Cruix
251c54223d Added a new ability to sentient diseases (#36548)
* Replaced body zone magic strings with defines

* Added the Secrete Infection ability to sentient diseases, and updated the infective component
2018-03-30 21:09:19 +02:00
BeeSting12
f2f11c9d33 >happend 2018-03-27 14:29:21 -05:00
vuonojenmustaturska
bc8958cc14 Merge pull request #36541 from XDTM/NOTTHEBEES
Swarming component! Beware of bees
2018-03-27 17:04:09 +03:00
arsserpentarium
92fe820f3d [READY]pathfinding circuitry upgrade (#36398)
* all in one

* fixfixfix

* uhhhh

* demuxdemuxdemuxdemux

* wire eriw

* icon noci

* tihsxifixshit

* rewopower

* fixif

* screeneercs

* returnruter
2018-03-26 19:01:34 +03:00
kevinz000
e2a7094776 Fixes wet floor scaling (#36697)
* Fixes wet floor scaling

* Meh lets not
2018-03-26 18:48:50 +03:00
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
kevinz000
ca10fa6d7a Spell Cards (#36147)
Adds spell cards. They're a wizard spell that shoots a burst of 5 semi-accurate homing cards.
Projectiles now have a homing framework, complete with some variant of simulated inaccuracy.
The said wizard spell will make use of a new mob component, that allows that mob to select targets by moving their cursor near them. It will give a visual and lock onto the nearest mob to the cursor, allowing the homing projectiles to target on the locked on mob/object.
Removes colliding variable from projectiles - We never used it after Bump was refactored to Collide.
Images soon when I get the lockon datum-components to work.
2018-03-23 09:39:26 +13:00
Qustinnus
af2afa1cc0 Being happy no longer makes you obese. (#36565)
* D O U B L E N E G A T I V E

* jesus
2018-03-21 16:34:46 -04:00
vuonojenmustaturska
287ee756e8 Adds two new intermediate beaker types to chemistry (#36484)
* a commit

* rebase

* 180
2018-03-19 20:22:32 -04:00
kevinz000
43fab2f157 Fixes stacks and material containers, fixes wet floors (#36497) 2018-03-19 19:43:48 -04:00
XDTM
415e977509 Swarming component! Beware of bees 2018-03-19 23:36:38 +01:00
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
kevinz000
fe5fdec776 [READY] Refactors wet floors to a component (#36130)
* Wet Floor components

* No more turf wet slide.
2018-03-17 11:26:09 +13:00
ACCount
1f5b59190d NTNet airlocks (#35947)
* Standardizes access checks

* Makes SS Networks init before SS Atoms to prevent NTNet interfaces from initializing before them

* Adds passkey support to NTNet packets

* Adds NTNet support to airlocks, makes door remote use NTNet

* Access levels given by jobs are now shuffled

* Access code improvements

* Adds IC card readers

* Fixes a delay issue with opening/closing airlocks with NTNet or signalers

* code review memes

* Renames plaintext_passkey to encrypted_passkey

* death by thousand nitpicks
2018-03-08 18:39:17 -05:00
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