Commit Graph

94 Commits

Author SHA1 Message Date
py01
f8423cf0a7 CQC and Sleeping carp fix (#44084)
* adds check for cooks in grab, removes unnecessary else

* fixes cqc neckgrab reincreasing grab state on cancel

* makes changes to carp as well

* fixes carp flags

* fixes missing carp variable

* cqc can_use documentation

* spelling

* replaces 1/0's with TRUE/FALSE's

* code cleanup, combined if statements
2019-05-30 10:43:58 +02:00
py01
4da18b9c43 CQC/Carp Fixes, logging, code rewrites, and changes (#43750)
This PR removes some odd quirks in carp and cqc grabbing, and makes them both function the same. Technically a cqc buff as users are able to not aggressive grab now, for quicker body dragging, but I'm not sure that was ever intended behavior.
In addition, the special combos are now properly logged, and added some more informative chat messages for certain moves.

Current behavior:

    Carp can perform aggressive grabs while on grab intent, or passive grabs with CTRL+Click on any other intent. Passive grabs drop the targets items, and count towards combo's.
    CQC only aggressive grabs, prevents the user from ever passive grabbing. For some reason, CQC aggressive grabs do not disarm the target until a few seconds after the grab.

New behavior:

    Both CQC and carp grabs work the same. Grabs on grab intent function the same, and disarm as expected of an aggressive grab. Grabs on other intents do a passive grab, and do not disarm or count towards combo's.
2019-05-09 09:32:10 +12:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
Tad Hardesty
990e2c7bc2 Fix a few junk type annotations (#42985) 2019-03-07 10:58:05 +01:00
Militaires
5ff56fb39e Correct CQC help instructions (#42980) 2019-03-02 13:57:24 -08:00
tralezab
43ecae6fa2 sleeping carp now deflects projectiles in random directions (#42647)
* bad ass shit

* durr

* nice

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>
2019-02-08 11:56:25 -05:00
Dangerous dingidy doo
a229d0998f Adds Combat Gloves Plus for operatives at 5tc (#42250)
* Combatgovesplus 1

* Combatglovesplus 2

* Combatglovesplus 3

* Combatglovesplus 4

* Combatglovesplus 5

* Combatglovesplus 6

* i have good england grammar I swaer

* fixed a slight english fucky wucky

* Allright done coiax

* I am probably retarded coiax not gonna lie

* you got me convinced GuyonBroadway
2019-01-07 11:49:32 -05:00
MadmanMartian
7108b2919e Adds helpers for finding martial arts types (#42045)
cl
code: Adds helpers for finding if a user has a martial art type
/cl

[why]: requested in coderbus, as somebody is making a new martial art or something.
2018-12-30 00:57:02 +13:00
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
nervere
bc5b3c29dc [READY] Restricts the cook's CQC to the kitchen and kitchen backroom (#41432)
cl Nervere and subject217
balance: The cook's CQC now only works when in the kitchen or the kitchen backroom.
/cl

[why]: The reason why the cook got CQC, other than it being a meme, was that people would often break into the kitchen and the cook would have a hard time defending himself. There's really no problem with this, except when the cook can also use CQC in the bar, which tends to be a pretty big area that the cook doesn't even need to defend. The bartender has a shotgun for the purpose of defending his bar, after all.

I removed CQC working in the cafeteria for the same reason, but /area/crew_quarters/cafeteria isn't even used as an area in any of the maps so it doesn't even have an effect. Kitchen backroom isn't used as an area, either, but @81Denton plans to change that soon, so I've added it to the list of areas where CQC is able to be used.
2018-11-23 02:50:34 +13:00
swindly
4bcd3cdc55 fixes word crimes 2018-11-19 17:56:59 -05:00
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
kevinz000
9eec1f8db2 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 05:08:30 -04:00
XDTM
3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00
Patrick Chieppe
2c8248575a Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 21:41:09 +02:00
vuonojenmustaturska
d335a0fd05 Make typecache checks twice as fast, stop using single-type typecaches where appropriate (#38075) 2018-05-28 16:31:30 -07:00
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
Jordan Brown
e402a6c9ac Merge pull request #37501 from ShizCalev/icon-fixes
Fixes missing icons
2018-04-28 15:55:56 -04:00
ShizCalev
cda6c6662c Fixes a number of missing icons 2018-04-27 15:36:42 -04:00
AnturK
52a99c09d6 Uppercase slot defines 2018-04-27 10:38:32 +02:00
AnturK
4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
kevinz000
b2f860620a fixes cqc working outside chef assigned areas (#37375)
* cqc

* Update martial.dm

* Update cqc.dm

* Update cqc.dm

* Update human_defense.dm

* Update human_defense.dm

* Update human_defense.dm
2018-04-24 11:23:32 -04:00
AnturK
5ad59da350 Prefixes apply_effect flags, fixes unconcious define conflict 2018-03-31 16:31:11 +02:00
Armhulen
5ed2a56ced Refactors Spell and Martial Art Books to use Action Granters! (#36442)
* HE'S DONE IT

LETS GOOOOOOOOOOOOOOOH

* floyd. floyd. he's the floyd. floyd dude yeah yeah yeah yeah FLOYD

* fireball remarks, the other spells.

* YOU MEAN THE CHAOS FLOYDS

* what is a floyd, but a miserable pile of moodlets

* flflflflfoooaooayoyydd FLOYOYODDD DFFRRURURMPPFF

* FLOYDING LIGHTS LIGHTS LIGHTS LIGHTSSS

* GORGE YOUR MOODLETS, EMBRACE YOUR FLOYD

* no more floydposting, i removed the old spellbooks

* aaaaaaaaaaaaaaaaaaah ALL of the remarks added my fucking god

* 10 days to sunday travis.

* last minute fixes

* 1 fix

* 2 fix

* red fix

* martial granters

* MAMA MIA
2018-03-27 20:51:14 +03:00
Armhulen
9dc51ecf7b Fixes Mush Punch (#36631)
* sometimes you just gotta own up to your mistakes :(

* I'm gonna be the best friend you have to ask for yourself to be the most things I can tell 

Real shit
2018-03-24 06:34:31 -04:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
Armhulen
84d4b3aae6 Mushroom people, revived! (#35858)
* caps fixed, small other fixes and mushpunch

* honey, i fixed the bugs!

* STUPID YORII DUMB GIRL STINK LEAVE

* boolean is such a fun word

* zoinks

* F_XED

* fixes part 2

* TRUEs and FALSEs

* don't drink and code boys unless you're goofball or like maybe kor

* for entirely different reasons i mean

* at what point is goofball too drunk to troll but not drunk enough to shitcode

* cool your jets, travis.

* what a TRAVIS-TY

* mush added to yet another blacklist!
2018-03-07 21:34:56 -06:00
Iamgoofball
ba570ad32d Fixes the name on the cook's culinary school training (#35635)
Totally forgot to do this
2018-02-15 00:05:52 -05:00
Iamgoofball
4b9360d959 The Cook now only works under siege. (#35597)
The chef's CQC skill now only works in the kitchen area
2018-02-14 09:18:26 +13:00
ShizCalev
bf901492bf Fixes invalid throwat args (#35565) 2018-02-13 14:13:48 +01:00
XDTM
5a08a3aad0 Extends the disability refactor to include more traits, removing some snowflake code (#34664)
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk

Notable changes:

    Fakedeath now updates instantly, instead of waiting for the next life tick.
    Fakedeath now sets time of death when acquired.
    Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
    Hulk no longer overrides status_flag changes, in case there are any.
2018-01-25 09:12:44 +13:00
ThePainkiller
c5e8a09bd2 fix/spellcheck: Changes command error on cqc.dm (#34634)
* Update holy_weapons.dm

* Update cqc.dm
2018-01-19 09:56:21 -05:00
Ian Turk
c7f00fb44c Prefixed all disability defines with DISABILITY to fix name collision with BYOND built in BLIND define 2017-12-22 23:49:41 -06:00
XDTM
146d167189 [Ready Again]Refactors disabilities into lists, allowing for independent disability sources (#33055)
* Refactors disabilities into lists, allowing for independent disability sources

* defines

* Xhuiiiiissss

* living

* did that

* adjusted for traumas

* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.

* makes antur happy
2017-12-18 22:20:07 +01:00
XDTM
b5d9845edf [Ready]Brain Trauma additions (#33405)
* Brain Trauma additions

* Adds Aphasia

* Adds the aphasia language

* Short window

* nuke exploits GONE

* fixes draggable portals

* psychobrawl won't just kill you if you use it too much, but stuns longer

* Adds anosognosia, and lowers thresholds

* .

* RANDOM GODWOKEN

* Default brain damage is now 0

* antur

* fix 1

* forcemove and afk friend adjustments

* okay it's ready now

* dead people can hear imaginary friends
2017-12-17 18:10:25 +01:00
Emmett Gaines
25080ff2c4 defines math (#33498) 2017-12-17 11:02:11 -05:00
XDTM
550d71167e Brain Traumas (#31727)
* Reworks Brain Damage

* mechanics

* rebalancing

* hulks in wheelchairs

* yup

* bugsquash

* Adds narcolepsy, phobias and agnosia. Not guaranteed 100% bug-free yet, testmerge at your own risk.

* lizard phobia

* Did you know there's a skeleton inside of you RIGHT NOW?

* Fixes for the new stuff

* The issue with those is that in most rounds you won't see them

I'll keep them available so they can be added manually, for example by events and such

* Goof reviews

* Brainloss is based off brain organ integrity

removes brainloss var

* Replaces some getorganslot with defines

* eyes

* put the traumas in the brainnnn

* text

* args

* Adds godwoken, puts split personality in severe, adds brainwashing

* Bluespace prophet special trauma (untested)

* Some minor stuff

* Monophobia, and tweaks

* More fixes

* fix

* a

* new tail

* Discoordination and Muscle Weakness

* thanks for the review!

* [B]oneless

* agnosia fix

* .

* go away agnosia

* pretend it didn't happen

* Shitcode-free-er

* bitwisdom

* psychotic brawling

* i guess this might be important

* latest reviews

* .

* conflict-free

* addresses it

* surgery fix

* a masterpiece

* fix

* fix again

* config

* damage formula reworked

* who needs to test anyway

* fixes some bugs

* fix 2

* proper spookin

* bluespace prophet fixes and improvements

* no bible healing

* .

* normalizes monophobia chances
2017-12-06 13:04:17 -05:00
Emmett Gaines
7c69cdcb8a Revert math (#33059)
* Revert "all this wrapping and it's not even christmas (#33035)"

This reverts commit faaf151580.

* Revert "fuck me for forgetting to graph this one"

This reverts commit 45d7acea2f.

* Revert "defines math"

This reverts commit 2817a1737b.
2017-11-23 20:59:52 -05:00
ninjanomnom
2817a1737b defines math 2017-11-22 17:36:58 -05:00
ShizCalev
b0f24a892b Fixes bartender suit having an adjust state (#32968) 2017-11-22 13:40:11 -05:00
oranges
515428f63f Merge pull request #31500 from Armhulen/patch-7
sleeping carp grabs now put out a message
2017-10-12 11:09:48 +13:00
Armhulen
f73c003bd2 a fix is a fix 2017-10-09 07:20:31 -07:00
MrStonedOne
c8bb13d7c2 In which the stoner one gets stoned and tries to address tick contention... again
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around.

Tweaked the anti-tick contention heuristics of the MC a touch.

Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag.

The mc's anti-tick contention heuristics now plays better with the high pop processing mode.

We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics.

stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed.

All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
2017-10-09 01:21:43 -07:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
Firecage
ee3e8d2846 merge conflict fix 2017-10-05 11:22:57 +02:00
Firecage
2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
Jordan Brown
f3ca2fd5b5 Some names -> string 2017-09-26 15:59:57 -05:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Ashe Higgs
0a32812982 Separates actions.dmi into multiple files (#29587)
actions.dmi is way too cluttered and messy, and with inhands getting the axe I decided to fix this, too. I separated the major categories of actions into their own files, like antagonist-specific actions and spells. A full list of categories is found here:

    actions_AI.dmi contains AI-specific actions;
    actions_clockcult.dmi contains clockcult-specific actions, and scripture quickbind icons;
    actions_cult.dmi contains cult-specific actions as well as sintouch;
    actions_flightsuit.dmi contains flightsuit and flightpack actions;
    actions_items.dmi contains minor item-specific actions such as the hierophant club and jetboots;
    actions_mecha.dmi contains actions related to mechs;
    actions_minor_antag.dmi contains antag-related actions with no other spot, like devils/abductors;
    actions_revenant.dmi contains revenant ability icons;
    actions_silicon.dmi contains minor silicon and console icons, like pAI and xenobiology consoles;
    actions_slime.dmi contains slime actions;
    actions_spells.dmi contains icons for all spells;
    actions_xeno.dmi contains icons for all xeno actions; and
    backgrounds.dmi contains backgrounds for the action buttons.
2017-08-01 14:26:42 +12:00
ShizCalev
d525b18d8d Completes major inhand split project (#29574)
* Completes split project

* More work on it. Should be more or less finished
2017-07-29 16:47:37 -03:00