Commit Graph

1240 Commits

Author SHA1 Message Date
iksyp
910eb893b9 The supermatter crystal is now the parent object of the supermatter shard, rather than the other way around (#37025)
*every mention of /obj/item/machinery/power/supermatter_shard in the code should have been replaced with /obj/item/machinery/power/supermatter_crystal and it's variants.
*supermatter shard has been moved to /obj/item/machinery/power/supermatter_crystal/shard
*variable changes like gasefficiency and explosion_power has been switcharood in order to keep it in line with the game as of now
2018-04-11 22:18:49 +12:00
Jordan Brown
a3d6ec5cc6 Merge pull request #36975 from KorPhaeron/sound2
Removes a sound
2018-04-05 16:56:36 -04:00
Denton
1be4ecb804 fixes shuttle/hollow r-plasma window names 2018-04-05 13:27:54 +02:00
kevinz000
0c27e227cc Latejoin Silicons (#36560) 2018-04-05 10:09:52 +02:00
KorPhaeron
bffaf4639c Removes sound from being played 2018-04-04 13:50:44 -05:00
kevinz000
a0005c9153 Fixes bloodbath effects not working on people in crit (#36598)
Also some minor improvements to performance by caching the nearby mobs list once
2018-04-04 12:08:52 +12:00
vuonojenmustaturska
bc8958cc14 Merge pull request #36541 from XDTM/NOTTHEBEES
Swarming component! Beware of bees
2018-03-27 17:04:09 +03:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
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
XDTM
415e977509 Swarming component! Beware of bees 2018-03-19 23:36:38 +01:00
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
a3599d14b8 Fixes ghost portal teleportation (#36438)
* Forced teleportation by portals

* Update portals.dm
2018-03-17 15:21:14 +02:00
Qustinnus
0bc8550e1c Small moodie balance changes (#36242)
* quickfixes

* mooddefines

* im dumb

* zzz i sleep
2018-03-08 17:39:33 +13:00
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
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
Dax Dupont
f8c5febcc8 Beacons are no longer radios (#36070)
* Refactors beacons

* Updates maps

* Done

* aaddddasddsafsdf
2018-03-07 14:43:12 -06:00
Cruix
dedf5f5ed9 Disease antagonist (#35988)
* Virus antagonist initial commit

* Updated disease code

* Sentient virus improvements

* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances

* Added sentient virus event

* Renamed VIRUS defines to DISEASE defines

* Fixed bugs in rewritten disease code

* Fixed advanced disease Copy()

* Finalized disease antagonist

* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.

* Added better icons to sentient disease abilities
2018-03-05 13:55:10 +01:00
Buggy123
82f6dfa901 Makes blood rage more clear (#36095)
* Makes blood rage more clear

* Makes blood contract more clear

* Fixes minor span class error.
2018-03-04 18:33:32 -05:00
Jordan Brown
b6db18a0f5 Merge pull request #35793 from DaedalusGame/naksu-pls
Fixes up foam and smoke code and comments again to atleast be correct
2018-02-19 16:18:05 -05:00
BordListian
12181dcfb7 - Please stop reverting this to the erroneous version 2018-02-18 12:50:12 +01:00
ACCount
c6e607dc17 Refactors use_sound and changes the way tools play sounds (#35521)
* Adds list support to usesound, ports drills to usesound

* Adds more tool sounds, changes usesound usage to play_tool_sound

* fix
2018-02-12 17:16:47 +02:00
MoreRobustThanYou
53422e4088 Adds a SCP-294 ruin (#35188)
* Add a SCP-294 ruin

* Convert map to TGM

* Add hostile mobs, random traps

* Add nanites

* Now now, we don't wanna blow ourselves up, do we, Jimmy?

* Blacklist blob chems

* make it harder

* Remove statue; use can_synth; name finder

* Fixup scp_294.dmm

* Fix traps

* Fix traps

* Add to POI list

* TGM-ize

* ruin remap

* damn tags

* Re-add mimics and traps

* New sprites by @militaires!

* Fix trap spawners spawning ctf protection thingys

* map fixes

* New sprite!
2018-02-10 18:39:27 -05:00
Jordan Brown
f5ff686404 Merge pull request #35424 from ShizCalev/var-cleanup
Replaces some var values with defines
2018-02-10 12:10:40 -05:00
ShizCalev
f7fe600540 Cleans up vars with defines 2018-02-09 00:20:41 -05:00
kevinz000
a8dfb1845d portal 2 2018-02-07 07:48:50 -08:00
MMMiracles
6c2db52ab3 Snowdin 2.0 (#35000)
* wrah wah wah waaaah

* fences, new mountain turfs, sprites, top-side finished, misc stuff

* quick fix

* cut my life into pieces, this is my last resort

* lots of work done to the underground segment, more fluff bits and topside work

* removing depreciated bits and tgm conversion

* step_off

* damn these dirty VARS

* changes n stuff

* wanna build a plasmaman?

* decals commit fix

* map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen

* tgm conversion

* new barricade sprites, final map edits before testing

* mountain wall fix

* Update snow_storm.dm

i ate too mucha pasta
2018-02-05 17:09:34 +02:00
Iamgoofball
725df4bd9b Buffs Clogged Vents (#34949)
* Buffs Clogged Vents

🆑 Iamgoofball
feature: Clogged Vents now has some teeth
/🆑

This was the only part of GoofEvents players liked

* Update effects_foam.dm

* Update vent_clog.dm

* Update vent_clog.dm

* Update vent_clog.dm

* Update vent_clog.dm

* Update vent_clog.dm
2018-02-04 02:51:47 -06:00
nicbn
dc09b1763e Adds tiny shards (#35070)
* Adds tiny shards

* .

* .

* .

* .

* .

* .
2018-02-04 02:40:01 -06:00
Jittai
df1a99ed8d [READY] Fixes de-initialization of cleanables-ash (#35191)
* Fixes de-initialization of cleanables-ash

* boop

* :x

* better execution

* prevent pile-up

* special ash

* comment cleanup

* cleanup 2
2018-02-04 02:12:22 -06:00
ShizCalev
34897d8709 Removed tripAI landmark (#35256) 2018-02-04 01:13:40 -05:00
ShizCalev
50123b1e52 Allows blobs to destroy decals 2018-02-03 21:21:15 -06:00
Tad Hardesty
cc43ae9b33 Remove revenantspawn landmark from code (#35238) 2018-02-03 14:10:05 -05:00
vuonojenmustaturska
33aa1696d6 Lavaland bomb runtime fix (#35183)
* lavaland bomb runtime fix

* revert previous commit, fix decals instead

* remove stray return
2018-02-01 13:30:41 +01:00
Leo
6c1d7cf6b8 Merge pull request #35145 from vuonojenmustaturska/acidtypos
Fixes a couple of typos and ports one New to Initialize
2018-01-31 20:14:22 -02:00
vuonojenmustaturska
a104d323f8 Reverts smoke and foam buffs, disable foam combining 2018-01-30 14:00:35 -06:00
Robustin
418a8c0112 Cult Update (#33810)
* Cult overhaul
2018-01-30 21:59:03 +02:00
vuonojenmustaturska
8cbd99d740 a commit 2018-01-30 20:24:17 +02:00
kevinz000
26ad237862 Projectile hitscan refactor and visuals (#34363)
Moves beam rifle snowflake code up to projectile level for a proper hitscan system.

🆑
rscadd: Chameleon laser guns now have a special firing mode, activated by using them in hand! Only certain gun disguises will allow this to work!
/🆑
2018-01-30 09:23:51 +13:00
vuonojenmustaturska
24f1cb134a Merge pull request #35072 from ChuckTheSheep/Morgue-and-Crematorium-Directional-Sprites-+-fixes
Morgue and Crematorium Directional Sprites + Number of related fixes (Retrying #35068)
2018-01-29 18:23:29 +02:00
XDTM
9b93747d36 Abductor additions: replaces and improves glands, new surgery type (#35012)
* Abductor additions: improves glands, new surgery type

* fixes
2018-01-29 11:50:32 +02:00
Leo
ce905c1184 Merge pull request #34983 from tgstation/Cyberboss-patch-1
Removes /New() from landmarks
2018-01-28 19:08:16 -02:00
ChuckTheJittai
254729a144 Retrying #35068 2018-01-28 15:02:03 -05:00
BordListian
740c4a0337 Adds firefighting foam, a better alternative to water for fighting fires. (#34788) 2018-01-26 22:16:32 +02:00
Jordan Brown
0dbf20213f Removes /New() from landmarks 2018-01-26 13:42:34 -05:00
ShizCalev
88e644d0d4 Removes landmark tag generation (#34927) 2018-01-26 12:21:26 -05:00
ShizCalev
88904bdcd4 Adds new landmark icons (#34848)
* Adds new landmark icons

* Update

* Blue
2018-01-24 19:08:21 -05:00
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
Jordan Brown
002fdf35df Merge pull request #34817 from ninjanomnom/stop-pointing-at-me
Makes the point effect not trigger movement code
2018-01-24 01:00:03 -05:00
coiax
3d8cccea93 Abstract landmarks are now indestructible (#34808)
In situations where a maxcap has been dropped above the Bridge, which is
generally the Observer-Start landmark's location, it would destroy the
landmark, making observers get a debugging message asking them to ahelp
when they observed.

There should be a better way of making an object indestructible from any
ingame effect without having to make it QDEL_HINT_LETMELIVE...
2018-01-23 23:41:04 -05:00
ninjanomnom
34d3c0a4ba makes the point effect not trigger movement code 2018-01-23 05:59:32 -05:00