Commit Graph

438 Commits

Author SHA1 Message Date
Ghom
17b3091867 Merges tinfoil (hat) protection into the anti_magic component. Implements it on Hivemind gamemode and telepathy. (#43978)
About The Pull Request

Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game

Let us remember the "purpose" of tinfoil hats.
Changelog

cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
2019-05-30 20:29:30 +12:00
ShizCalev
653314ae51 Merge pull request #44163 from AnturK/thisthingalsogetsstuckingc
Fixes some hivemind runtimes.
2019-05-28 10:12:40 -04:00
ShizCalev
9ab909a1c3 Merge pull request #44110 from py01/panic
More options for Induce Panic forced speech
2019-05-28 02:03:42 -04:00
ShizCalev
f2cc934fc2 Medullary failure nerf (#44118)
* adds 1s casting time to heart attack

* fixes delay bar on heart attack, no cooldown if interupted

* changes time to cast on medullary
2019-05-28 02:02:16 -04:00
py01
e738834844 fixes reclaim on dead hiveminds (#44134) 2019-05-27 23:55:18 -04:00
AnturK
34fd20f202 Fixes some hivemind runtimes. 2019-05-27 19:08:42 +02:00
py01
aea7c17042 fixes some OOC messages 2019-05-27 10:56:35 -06:00
AnturK
0b2a97aa72 Fixes magic missile (#44147)
Fixes #44138

My bad, the var was misnamed and i didn't check.
2019-05-27 22:56:29 +12:00
py01
0031df12c4 changes time to cast on medullary 2019-05-23 19:14:11 -06:00
py01
de77376194 fixes delay bar on heart attack, no cooldown if interupted 2019-05-23 19:12:36 -06:00
py01
225969ec4b adds another line 2019-05-23 12:59:05 -06:00
py01
b2e72b3a77 more addded speech 2019-05-23 09:44:58 -06:00
py01
0bb82c9fde more messages 2019-05-23 09:33:02 -06:00
py01
cb285971eb more panic speech 2019-05-22 14:48:45 -06:00
py01
d1c4332527 adds 1s casting time to heart attack 2019-05-22 14:25:26 -06:00
py01
90b6009fb5 induce panic forced speech changes 2019-05-22 14:21:52 -06:00
Jordan Brown
b6c41e3b32 Merge pull request #43991 from vuonojenmustaturska/vorecode
Removes vorecode
2019-05-19 12:24:56 -04:00
vuonojenmustaturska
b14ae1dcf6 Fixes harddel causes for various things (#43989)
* hardddel stuff

* mech stuff
2019-05-17 08:46:50 +12:00
vuonojenmustaturska
c656547df0 wtf 2019-05-16 00:59:41 +03:00
AnturK
11376c3c7b Dumbfire changes (#43843)
* Dumbfire changes

* Unifies dumbfire and projectile.

* Also fixes this while i'm at it.
2019-05-12 10:53:20 +12:00
Kierany9
bea552cf2f Medullary Failure now has a maximum range (#43837)
* removes queen

* Update hivemind.dm
2019-05-11 18:29:19 +02:00
oranges
59d32657ab Merge pull request #43859 from vuonojenmustaturska/summonguns
Fixes a summon guns runtime
2019-05-11 09:43:21 +12:00
4dplanner
d98c65fd08 Fixes shapeshift health adjustment (#43784)
* Fixes shapeshift health adjustment

* Fixes gross whitespace

* adds forced to shapeshift damage

* Brainloss does not have a forced parameter

* Cleans up some missed named arguments

* Adds to overrides

* More forced

* Re-arranged so 0 damage forced calls do nothing

* Forced for silicon changes
2019-05-07 19:19:23 -04:00
vuonojenmustaturska
58973dbb15 runtime 2019-05-08 00:32:59 +03:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
4dplanner
2a23295947 Summon item fails on station loving items (#43786)
* Summon item fails on station loving items

* missing bracket

* Uses DM

* Uses signal

* BLOCK_MARK_RETRIEVAL define
2019-05-06 09:23:16 +02:00
PKPenguin321
04855c36e7 mindswap + stand interaction 2019-05-02 21:16:53 -07:00
Kierany9
e10458d6b9 Modifies how the Assimilation pinpointer radars work (#43575)
* Update hivemind.dm

* Update radar.dm
2019-04-23 11:14:08 +02:00
Kierany9
9870cfc208 Changes the for-flavour One Mind objective into a functional Protect objective (#43624)
* Update hivemind.dm

* yikes
2019-04-15 14:29:49 -04:00
Kierany9
7f0b03b1b2 Update hivemind.dm (#43532) 2019-04-08 15:55:06 -04:00
Kierany9
d44b79ed27 Reclaim now works for 15 seconds after death (#43321)
Fixes this bogus somebody just dm'd me about

> hey so, just wondering if this is intended behavior or not after a
  hivemind round again
> basically at the moment
> hiveminds can just immediately succumb if another one is killing them
  and avoid being reclaimed
> since reclaim doesnt work on hivemind bodies
2019-03-26 18:38:41 -07:00
Rob Bailey
ee33e9c6a8 [READY] The war on stun based combat, Phase I: Fuck ranged stuns (#42930)
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game

Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog

cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
2019-03-08 10:30:50 +13:00
Tad Hardesty
990e2c7bc2 Fix a few junk type annotations (#42985) 2019-03-07 10:58:05 +01:00
Kierany9
eac0f3c9fe Assimilation runtime & bug fixes (#42769)
## About The Pull Request

Partially fixes #42767

    * Fixed a null list runtime causing the track bonus not to work.

    * Fixed an erroneous use of locate in the track bonus procs.

    * Fixed a runtime that occurred due to a lack of mind checks.

    * Fixed a runtime with the One Mind's objective being a string and not an objective datum.

    * Added a couple of sanity checks.

    * Removed a redundant callback.

    * Fixed several runtimes due to a proc setting the One Mind team to `true` when an actual team had already been assigned to it.

    * Fixed the remove_hivemember proc to work with minds instead of mobs.

    * Vessels lose their vessel status upon being cloned (As was originally intended with assimilation being tied to the body).

    * Vessels stop being woke when de-assimilated.

    * Fixed vessels that aren't already woke not becoming antags when the One Mind activates.

    * Added Reclaim's bonus vessels to the antag panel.

    * Made Mind Control's ejection less janky, there is now a warning and 3 seconds to turn back.

    * Assimilate Vessel now alerts the user if they've been stunned by bruteforce.

    * Removed Bruteforce's cooldown when activating. It still has a cooldown after being deactivated.


## Why It's Good For The Game

it makes the gamemode work better
2019-02-17 15:07:44 +13:00
Kierany9
14fa6040e5 Assimilation 2.0: Not quite a big enough PR to be worthy of the 2.0 title but almost (#42607)
* one

* ???

* big

* sprites

* it is done

* oofs

* no more bad jokes

* location -> reception

* i forgot a feature lmao

* yo lemme nerf this op power

* adjust removal and makes panic less insane

* hey i forgot another feature

* one mind removals

* *laser eyes meme*

* Disables multiple one minds for real this time
2019-02-12 20:02:23 -05:00
tralezab
bc6dec202c fixes barnyard only being able to curse humans (#42603)
* fixes barnyard fun

* i think this works?

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

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* the fix we were all waiting for...
2019-02-06 13:18:43 -05:00
Rob Bailey
69e217d8d9 [READY] I got guns (#41804)
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
2019-02-04 10:27:01 +13:00
Kierany9
8113154a22 The PR that fixed Assimilation (#42156)
lots of commits
2019-01-24 12:14:08 -05:00
Time-Green
9861efde71 Cryokinesis and Geladikinesis mutations (#42453)
* Adds cryokinesis and renames the cold resistence file to space adaptation

* adds cryokinesis

* fixes icon conflict

is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?

* fixes a typo and lowers instability of cryokines by 5

* Apply suggestions from code review

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

* maybe reverts line ending?

* unfucks flags?

* probably unfucks line endings

i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
2019-01-23 15:20:56 -05:00
PKPenguin321
a918476cf4 Two new electric powers for genetics (#42437)
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!

* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages

* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
2019-01-22 22:06:29 +11:00
kevinz000
7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
Kierany9
6939ceb413 [Screams internally at people who don't make issue reports] 2019-01-17 23:05:30 +01:00
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
Kierany9
131f348682 Added a sprite for Telekinetic Field (#42279)
* :(

* ye

* okay we done?
2019-01-09 11:07:30 -05:00
oranges
e4bb67b9a0 Merge pull request #42185 from Cyberboss/curse
Gives curse of madness it's own sound
2019-01-07 19:29:26 +13:00
81Denton
cd3d97c1a6 Reworks spearguns, adds Syndicate bundle, carp clothing adds carp faction (#42102)
* Reworks magspears, adds Syndicate bundle, carp clothing adds carp faction

* 20 magspears

* Replaces bandolier with quiver

* Slightly increases throwforce to OHKO space carps
2019-01-07 19:19:45 +13:00
Jordan Brown
2de769bfcf Gives curse of madness it's own sound 2019-01-02 10:42:05 -05:00
Jack Edge
a8ed0da296 After a curse of madness has been triggered, even latejoiners are affected
🆑 coiax
tweak: After a Curse of Madness has ravaged the mind of the station,
the lingering magics also affect anyone arriving to the station late.
/🆑

Why? People joining late get summoned guns, and summoned magic, they should
get summoned madness as well. Why should they miss out on the "fun"?
2019-01-01 23:44:31 +00:00
Kierany9
d1638a31f3 Assimilation update: Aesthetic edition (Plus ghost alerts) (#42048)
* aesthetic

* powers remove properly

* oops

* cooldown

* sanity

* mc buggo
2018-12-28 21:37:02 +11:00
XDTM
9f74fef3d5 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-17 19:09:35 -05:00