Commit Graph

620 Commits

Author SHA1 Message Date
tralezab
864924a804 [READY] Mafia Additional Roles and Generic Randomized Setup (#52083)
* new roles

* Madness rename

* hop judgement override

* hop vote fixed, travis happy

* hop fixed

* Update code/modules/mafia/_defines.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* highly experimental random setup system

* hop cannot reveal before any voting is possible, lmao

* this shit actually works lmfao

* removes forced_setup, nightmare detection immune

* whoop

* removes setups!

* OK, finally kind of done with all this minus the incoming reviews

* adds hop's ability to their text, removes old var

* bundle?

* Update tgui.bundle.js

* role fixes (roleblock not working on a few)

* eep

* fuck

* potato's review

* Update tgui.bundle.js

* ffff

* bundle

* rohesie's review

* eureka

* updates doc, removes debug stuff

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-07-22 00:29:05 -03:00
LemonInTheDark
d3f9b70c0f Adds a message modification packet to saycode to allow for unordered parsing of operator chars, like ;, #, :, or % (#51790) 2020-07-18 18:18:23 +02:00
Ryll-Ryll
40c1b51b97 dunno what to rename this 2020-07-16 21:53:56 -04:00
Ryll-Ryll
1f31064c3e Merge remote-tracking branch 'tgstation/master' into who-named-this-damned-proc 2020-07-16 21:43:14 -04:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
ShizCalev
254536072e [s] sanity checks vv_edit_var() values (#52255)
cl ShizCalev
fix: Added some sanity checking for varedit values.
/cl
* sanity checks vv_edit_var() values

* this should be an or

* one more fix
2020-07-16 10:20:41 +12:00
ShizCalev
b3fa367ac7 Fixes cameramob ghostize runtime (#52197) 2020-07-14 20:14:08 -04:00
skoglol
7ec3849d63 Merge pull request #52158 from LemonInTheDark/help-me
Fixes acid/fire/blobs/a few other things touching objects below a tile
2020-07-12 11:56:26 +02:00
Ryll-Ryll
6506b72d1e capital 2020-07-11 23:42:26 -04:00
Ryll-Ryll
0115ce25d6 update this too 2020-07-11 23:34:43 -04:00
Ryll-Ryll
7f15be7f68 Merge branch 'master' into who-named-this-damned-proc 2020-07-11 23:30:49 -04:00
Ryll-Ryll
fc0b247738 rename 2020-07-11 23:23:23 -04:00
Ryll Ryll
e4397e0fca adds full monty for observer examine_more (#52088) 2020-07-12 04:34:24 +10:00
LemonInTheDark
fce4274752 Fixes all bits of code that check if something is under a tile that weren't being done 2020-07-10 22:14:37 -07:00
Timberpoes
3d2aa32810 Limit scope of locate 2020-07-08 16:40:00 +01:00
Timberpoes
761c1a9e03 Orbit feex 2020-07-08 11:24:00 +01:00
tralezab
fd9b5efae7 Mafia: a minigame for ghosts to sign up for while dead (#51788)
* pre-removal of mafia_game_signups

* redoes the whole joining system, start of the role popup datum

* MAPMERGE 💪

* bundle fix + working on a fix

* even more testing

* lobby working, fail text, comments out 2>3 player test setup

* mapmerge

* uhhh maybe?

* updates mafia controls panel

* megafix + megafeature pack

* lint, small fix bundle. should compile after this

* bye test setup

* big changes, no revs yet though

* godmode, why not

* bundle frick off man

* SORRY

* doesn't send rev messages and mafia messages if they don't exist

* removes revs, improves tgui by a shit ton

* mostly mafia panel stuff

* maps + improvements

* disables this map because bugs

* bundle, take that

* Apply suggestions from stylemistake code review

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* 1/2 review

* bad maps gone

* goodbye game ID

* e

* finally done

* voila

* don't forget bundle!

* e

* last commit before i irrevocably BOUNDS myself to death

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-06 19:02:45 +03:00
Bobbahbrown
8e64198593 Removes Exploitable World/Topic Command server_hop (#51793)
It's currently possible to exploit server_hop to display splashes over player's displays on /tg/ and /tg/-derived servers.

I don't think hiding this behind the comm key will be a good idea, or actually be useful. Not entirely certain why we're showing a splash twice, as showing a splash is literally all this server_hop is doing as far as I can tell.
2020-06-23 09:01:58 +12:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Jared-Fogle
1d045501f2 New tgui based orbit menu (#51585)
* New tgui based orbit menu

* Update tgui.bundle.js

* Safely check len if orbiters is null

* Add a search bar

* Rename Antagonists to Ghost-Visible Antagonists

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Move ghosts below alive

* Rebuild tgui.bundle

* Update as per stylemistake's feedback

* Cosmetic stuff

* Rebuild tgui

* Replace localeString with faster alternative

* Update tgui.bundle.js to latest upstream

* Hitting enter in the search bar will now snap you to orbit the most relevant result

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-06-14 00:14:31 -04:00
Jared-Fogle
79a81ca137 Fix medical HUD showing skulls when a player leaves their body for a ghost (#51594)
* Don't reset medical hud on /mob/living/Logout

* Use ShizCalev's suggestion
2020-06-14 00:13:16 -04:00
Jordan Brown
63f6fa1f16 Merge pull request #51592 from deathride58/skidbgone
[s] Fixes a pair of DoS vectors.
2020-06-13 14:15:09 -04:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
deathride58
282852d261 Fixes a pair of DoS vectors. This isn't very urgent since skids haven't picked up on these specific ones yet, but now that I'm making this set of PRs, it's only a matter of when now. 2020-06-11 23:43:14 -04:00
Tad Hardesty
829e95896e Replace BSQL with rust-g, paramaterize all queries (#51255)
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl

Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.

Also updates rust-g to v0.4.5:

    Improved Linux .so detection
    Perlin noise functions

Also updates Travis script to bionic.
2020-06-08 16:00:07 +12:00
Ryll Ryll
6bf874839a Adds new body type pref (#51058)
* tgdb

* tgdb

* Auto stash before cherry pick of "balance changes, enables burn surgery, various body improvements"

* moves unnecessary list out of client

* describes a var

* corrects
2020-05-29 14:25:01 -03:00
Qustinnus
cab62745bb fuck (#51250) 2020-05-26 22:19:31 +08:00
LemonInTheDark
a08f2113a4 Unfucks smallscreen, removes my stupidity (#51266)
* slightly less SHIT FUCK SHIT FUCK

* Turns out we do need this

* YaYeet

* That should do it
2020-05-25 23:38:10 -03:00
LemonInTheDark
1614501d23 Datum view and some other things (#51208)
* Datumizes all uses of change_view

* Cleanup and helper procs

* tweaks values to match the format, hint hint, (value - 0.5) works just fine

* And there's the rest

* woop, braindamage

* and one more

* fuck you menu file

* woops

* we should apply that

* fixes tooltip drift, thank you goon coders

* you can shake but you can't zoom
2020-05-25 01:53:51 +08:00
spessman-007
5ae305ec9f Resolve issues with incorrect usage of a/an (#51095)
Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 01:34:34 +08:00
Jordie
248a6fd50c Datum based poll creation and vote handling update (#50843)
An almost complete rework of how creating polls, their data and voting on them is handled.

Instead of repeatedly querying for poll data, running polls are loaded at runtime into poll_question and poll_option datums that stores all the needed variables for both. This datum is then used for creating, editing and accessing poll data. The database is only contacted when saving changes or votes.

Creating polls and options is now done with a html window instead of a series of popups akin to how the banning panel works. The form data is parsed and error-checked before passing to be saved.
This is done in two stages, first time a poll's details are entered and it must be initialized (created as a datum) before options can be added and all of both are saved to the database. Instructions about how this work are shown on the poll creation window.

A new field for polls has been added, subtitles, which is text only shown when a poll is opened by a player instead of on the list of polls. Intended so the actual question text can be kept to only a name and important information about a poll goes in a subtitle.
All polls can now have revoting enabled on them.
Polls can have a starting datetime specified, this can be in the past but why would you do that?
Polls and options can be edited once created, excluding the type of a poll. Doing so will by default clear all existing poll votes. Votes can also be cleared by a button.

The handling of how votes are processed has been adapted for the datum system but is on the whole not functionally that different aside from poll validation not being roughly copypasted across each poll type's vote proc

All poll tables now have a deleted column for retaining 'deleted' data.
poll_question has also gained the columns created_datetime, subtitle, allow_revoting, their function explained above, and a change of idx_pquest_time_admin to idx_pquest_time_deleted_id.

A stored procedure set_poll_deleted has been added. This is called when setting a poll as deleted to avoid needing 4 separate queries from the server or one fairly long 4-way joined 

Create Poll verb is renamed to Server Poll Management
2020-05-11 14:34:51 +12:00
Qustinnus
3803d6a817 Adds hardcore random mode: Earn your way onto a score-board with difficult random characters (#50606)
* start

* done

* done

* gold wheelchair

* mats

* icons

* Update code/datums/achievements/hardcore_random.dm

Co-Authored-By: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes

* Update code/controllers/subsystem/processing/quirks.dm

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

* proc

* Update code/__HELPERS/roundend.dm

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

* Update code/__HELPERS/roundend.dm

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

* playtime stuff

* Update code/__HELPERS/roundend.dm

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

* Update code/__HELPERS/roundend.dm

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

* Update code/__HELPERS/roundend.dm

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

* Update code/datums/traits/_quirk.dm

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

* Update code/datums/traits/negative.dm

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

* Update code/modules/client/preferences.dm

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

* Update code/modules/client/preferences.dm

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

* Update code/modules/client/preferences.dm

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

* fixes

* done

* fix

* removes u

* Update code/modules/client/preferences_savefile.dm

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

* overlay

* Update code/modules/mob/dead/new_player/preferences_setup.dm

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

* Update code/modules/mob/dead/new_player/preferences_setup.dm

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

* less braindead code

* woops

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/controllers/subsystem/ticker.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* done

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-10 12:16:01 -03:00
nemvar
1f4155e887 Renames most say.dm files. (#50971) 2020-05-08 19:09:23 -07:00
William Wallace
7aa07a8d9f remove redundant drillhair definition & give unshaven mohawk hair unique type-path (#50688)
About The Pull Request

I think these are the last duplicated var definitions in the codebase. There's just a couple of changes:

    The unshaven mohawk now has unique type-path from the shaven mohawk. This means that the shaven mohawk can be selected in character setup.

    "Drill Hair" and its associated icon have been removed. It's very similar to the Drillruru hair style and hasn't been available for a long time due to the Drillruru style using the same type-path.

This PR should not affect saves as the save system relies on the hair-styles' names rather than their type-paths.
Why It's Good For The Game

Cleaner code & a new hair-style that was meant to be available anyway.
Changelog

cl
add: Shaved Mohawk hair-style is now available
imagedel: deleted redundant "Drill Hair" icon
code: deleted redundant "Drill Hair" hair-style
/cl

Fixes #50629
2020-04-28 12:49:10 +12:00
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
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
tralezab
7fad442f52 Secrets Panel button: Anonymous Names (and refactors a bit of admin code) (#50478)
* whew

* now accepts random names

* it compiles

* bobbah's review
2020-04-19 23:51:32 +08:00
Timberpoes
58bdb85285 Ghost chem scans (#50475) 2020-04-19 16:06:10 +08:00
spookydonut
8dbf1cf4ec Changes to comply with GitHub TOS
Further changes to comply with the ToS

More ToS cleanup

Bye bye George Melons

Better to be safe than sorry
2020-04-14 21:24:50 +00:00
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
ArcaneDefence
c092f08403 Adds mothpeople potion of flight wings (#50183)
* First steps

* bugfix and color match

* Changes as requested

* h

* D

* T

* M

* Lowercase
2020-04-01 04:01:00 -03:00
Rohesie
0cf8f7cd9d Dynamic current_players lists rework (#50013)
* current player lists

* Docs
2020-03-21 17:05:13 +01:00
Time-Green
c04abab2bf [READY] Makes plumbing mappable and reworks hiding (#49644)
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑

Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception

You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
2020-03-16 20:37:59 +13:00
Emmett Gaines
c70266e759 Make Initialize shouldcallparent (#49693) 2020-03-05 10:19:35 -05:00
ShizCalev
7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
AnturK
e3fca45a78 Fix a few small runtimes (#49352)
Nothing special here, mostly sanity.
Defib hud is awful, needs rewrite.
2020-02-16 00:40:11 -08:00
thebleh
93c96e89d7 Shows defib icon on corpses with soul (#49138)
* show defib icon on revivable corpses

* update medhud in observer Destroy()
2020-02-04 07:26:10 +01:00
MrPerson
12eecfd181 Makes raw HTML and browser datum popups UTF-8 aware (#49066)
* Makes raw HTML and browser datum popups UTF-8 aware

Admin menus specifically really shouldn't break just because you named some guy "☺s the Clown"

* Fixed new_player.dm

* Fucking filing cabinets
2020-02-01 22:14:31 +01:00
Rob Bailey
62d1a3941c tgui-next ntos card console (#48938)
About The Pull Request

A PR now several weeks in the making that spiraled ridiculously out of control for something not many even use.
What else is new in NTOS hell?
I spent several days doing nothing but playing escape from tarkov so this took longer than expected I valiantly spent all night and day working on this, and barely finished it before The Deadline
the card ntos program was split into three programs, manifest, job management, and id card modification. It didn't make much sense for them all to be the same program imo, and made the project a bit more managable.

Airlock electronics saw some improvements as well since it uses this new access control section as well.

Yet again some new functionality and improvements to core components. Buttons now have an "altSelected" feature where instead of changing the color it adds a small white marker, among some other things.

There were a couple of small changes in inconsequential ways in other places, and datacore was refactored a tiny bit. Probably some other stuff I don't remember.

I would replace the old card console with a modular computer right now, but I know a few people actually use this program and want a bit of time to iron out bugs and inconsistencies before replacing the main job console with it.
Changelog

🆑
add: tgui-next NTOS card console, job manager, and crew manifest
tweak: airlock electronics interface is a little fancier

/🆑
2020-02-01 20:47:36 +13:00