Commit Graph

404 Commits

Author SHA1 Message Date
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
Kierany9 3923e5e73b Assimilation changes (#41908)
cl Kierany9
code: Several minor updates to Assimilation.
balance: Hosts no longer lose abilities if they fall below the required hive size.
balance: Mind Control victims can no longer see nor hear for the duration of the control.
tweak: Distortion Field now affects the victim and those surrounding them over time instead of instantly.
fix: Abilities that inflict stamina damage now affect the head instead of spreading damage over the entire body.
tweak: Mind Control now informs you of how long you have control for upon activation.
tweak: Changed various do_mob for do_after. All hivemind abilities except for Mass Assimilation should now work in certain situations where they didn't before.
balance: Abusing the sleep verb while mind controlling is no longer a viable tactic.
balance: Assimilating/removing people into/from the hive now has screen-wide range, with time taken to assimilate increasing exponentially with distance. The time to assimilate from 4 tiles away is approximately the same. Assimilation's cooldown has also been increased by five seconds to compensate.
/cl

Minor additions, changes and fixes for Assimilation that should handle some of the more nitpicky and learning-curve issues I've seen with it. Bigger changes coming soonlatertm.
2018-12-17 11:04:50 +13:00
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
tralezab 52a3400de4 Merge remote-tracking branch 'upstream/master' into patch-12 2018-12-09 15:17:16 -08:00
tralezab 1392b4ddb3 defines and soultapping doesn't damage you if you have missing health 2018-12-09 12:13:34 -08:00
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
Jack Edge b20d4fb7b7 Code review 2018-12-06 19:09:06 +00:00
Jack Edge bcecb676a5 Compilation 2018-12-03 23:46:28 +00:00
Jack Edge 72635d4caf Fixes curse of madness
🆑 coiax
fix: Fixes bug where Curse of Madness was not giving proper brain traumas.
/🆑

Also adds some messages so magic immune and foil hatted people on the station
plus observers will know when a curse of madness is cast/badminned.
2018-12-03 04:22:44 +00:00
XDTM 334a1d44f2 Adds the Curse of Madness to wizard spellbooks (#41496)
* Adds the Curse of Madness to the wizard's spellbook

* anti-magic check

* Update code/modules/antagonists/wizard/equipment/spellbook.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Magic traumas + magic immunity prevents spellcasting

* feedback

* fix

* fax

* Added two new special traumas

* I'm not mad, everyone else is

* New minor trauma, godwoken gives holy

* stalking phantom trauma

* math

* heartbeat

* Custom message
2018-12-02 09:46:10 -05:00
tralezab b794d3d4aa Magic Survivalists can have spellbooks count if they did not use them (#41610)
cl
tweak: spellbooks now count towards the survivalist objective if they were not used.
/cl

fixes #40857

It feels like shit if you don't know spellbooks don't count and you just lose out of nowhere. It also doesn't make sense for them to count if they still have magic powers.
2018-12-02 20:25:12 +13:00
ShizCalev 9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
tralezab e8efe46f43 new icon, sanity, fixed invocation, and updated comments 2018-11-28 20:29:00 -08:00
XDTM 01f794a153 Teleportation standardization, channels, and interception (#41371)
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl

Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.

Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
2018-11-29 10:33:55 +13:00
MMMiracles 312eea775f forgot dragon shapeshift oops 2018-11-23 01:22:08 -05:00
MMMiracles 9e237afb5e shapeshift spell now takes conversion damage by default 2018-11-23 01:19:37 -05:00
Jordan Brown 2e227d11ee Merge pull request #41602 from swindly/word_crimes
Fixes more word crimes
2018-11-21 09:44:00 -05:00
swindly 4bcd3cdc55 fixes word crimes 2018-11-19 17:56:59 -05:00
4dplanner ce0828a98e Tendrils are now structure based [READY] (#41554)
* Tendrils are now structure based

* Re-adds tendril wipe achievement

neatens up ash walker variables
gets rid of unnecessary variables in hivelord

* Marks spawner children as admin spawned
2018-11-19 14:36:33 -05:00
tralezab b725e6809f sadness 2018-11-18 17:41:28 -08:00
tralezab fdde96304d final changes, spellbook entry 2018-11-17 12:36:49 -08:00
tralezab c9c9c29ec1 compiles 2018-11-16 20:19:49 -08:00
tralezab d60b0161f9 src, cast, and STARTED implementing a soul check for lichdom. need to test both 2018-11-16 16:24:18 -08:00
4dplanner c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
ShizCalev dc019b09ba Fixes illiterate & blind mobs being able to read books (#41400)
cl ShizCalev
fix: Fixed inconsistency where illiterate and blind mobs were able to read some books/manuals, but not others.
fix: Fixed mobs being granted mime speak even if they failed to finish reading the Guide to Advanced Mimery Volumes 1/2.
/cl

Step towards resolving #41396
2018-11-12 21:10:21 +13:00
ShizCalev c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Jordan Brown 3b13859665 Merge pull request #41224 from ShizCalev/rocket-fixes
Rocket launcher fixes, adds suicide_act
2018-11-02 14:19:30 -04:00
TheDreamweaver d464fd04d7 [SUPER DUPER EXTRA READY] Hilbert's Hotel (#41029)
* Initial stage

* final changes?

* Tweaks

* removed bad variables

* Fixed more bad vars

* is this map merged?

* spelling fix

* spelling fix

Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>

* Map fix?

* now this is map merger

* Fixed summoning edge cases

* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic

* Added better handling of stored mob summoning

* Removed redundant code.

* Made the jukebox actually accessible

* Tweaked it so that no maps would need to be loaded on Init

* comment commit

* No src

* Fixed spelling and getting trapped in rocks

* Fixed spawned-in hotel checks

* Blacklisted hotel are from blueprints and migrated storage handling from door to area.

* Prevents observing mobs (ghosts, camera entities) from getting stored.

* Condensed an if statement

* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.

* Fixed wrong user getting prompted when hotel was used on someone else.

* Added peepholes to hotel doors that can be used via AltClick.

* For the grammar lovers.
2018-11-01 15:40:31 -04:00
ShizCalev 8c88d6bde4 Rocket launcher fixes 2018-10-30 01:38:19 -04:00
YPOQ 88d07dbdd2 Fixes anti-magic not actually protecting against tesla blast spell 2018-10-22 19:28:40 -06:00
Fel a7b90799fc Glorious Tauntaun Invocation (#40955)
* Glorious Tauntaun Invocation

* And I thought it smelled bad on the outside.
2018-10-17 11:26:58 -04:00
AnturK 973084147e Adds status capability to inflict handler spells (#40734)
I was going to do full generic spellcrafting but that's more effort so this works for now.
2018-10-17 23:22:43 +13:00
Kierany9 5ef054e605 Assimilation Update (#40769)
* new objectives + qol

* beep

* oof

* one line

* prevent kill objectives from having the same target as assimilate objectives

* Free objectivev

* code review

* fix

* yes
2018-10-16 15:14:33 +02:00
MMMiracles b14f3827e5 Suplex The Rod (#40774)
* rod suplex

* flux spawn + medal setup

* deals with rod-form wizards

* webedit lol
2018-10-12 04:48:23 -04:00
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