Commit Graph

3170 Commits

Author SHA1 Message Date
Bobbahbrown
787d44e077 html moment (#51956) 2020-07-06 22:35:06 +02:00
ShizCalev
5d42fcfcbb Fix some admin areacoord messages (#51865) 2020-06-27 10:16:10 -07:00
MCHSL
331365b422 Adds reference tracking (#51467)
About The Pull Request

Adds extools-powered reference tracking. Includes a couple procs that retrieve the back and forward references of a datum - Back references let you see what is referencing your object and potentially preventing it from garbage collecting, and forward ones show you what your object in turn references. Also made a cool GUI to inspect and follow these references.

The tracking adds some overhead to all variable sets and list operations. Init time is increased by ~15%. I haven't actually benched it so it might impact the actual game less.
Why It's Good For The Game

no lagging caused by hard dels scanning the entire planet (once coders fix them)
2020-06-25 11:26:59 +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
ShizCalev
c164d9922f Fixes a few duplicate articles in examines (#51631)
* Fixes heavily fried foods naming issues

* a few more
2020-06-15 15:10:35 -04:00
AnturK
2d1f38e100 Cleans up sensors nonsense (#51623)
* Cleans up sensor mess

* Makes refresh button work on lists in vv
2020-06-14 19:01:04 +02:00
EdgeLordExe
b237791423 HERETICS: Solo Antagonist that grows with power (#51199)
* basic antag items


hey


based


game is on


ree


e


brings back good sprites


eueuuee


eeeeeeeeeeeeeeeeeeee


more


tgui baby


FINALLY


e


Small changes


adds better point s


Finishing touch!


FINISHED

ANTAG FINISHED. FUCKING. FINALLY
grammer


E


E?

* rebuilt tgui

* gamemode fixes

* i love inconsistent var names

* sprootes

* ath review

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* Automatic changelog compile [ci skip]

* a shit ton of changes

* Apply suggestions from code review

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* sprootes

* more changes ree

* Fixes and upgrades

* sprootes done

* dmdoc compliance

* Apply suggestions from code review

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

* Apply suggestions from code review

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

* mewtewnew revieww ~~

* e

* Automatic changelog compile [ci skip]

* e

* Apply suggestions from code review

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

* E

* autodoc

* E

* Apply suggestions from code review

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

* removed Destroy()

* * 0.5

* bugsquash

* e

* changes to ashlord's rite

* e

e

* e?

* the fuck

* adds station wide alerts for ascension events

* fixes an autodoc

* tgui

* e

e

* removes a redundant line of code

* sickly blade is now normal size item

* changes a line of code in flesh

* no revives for ghouls!

* uwu

* Update code/modules/antagonists/eldritch_cult/eldritch_knowledge.dm

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>

* E

* E2

* Automatic changelog compile [ci skip]

* Makes eldritch cult into HERETICS

* Apply suggestions from code review

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

* E

* unfucks medallions code

* long live list loops

* E

* E

* i love my git crashing

* Magics

* E

* removes TRAIT_GHOUL since it was redundant

* Update code/modules/mob/living/carbon/inventory.dm

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

* Update code/modules/mob/living/carbon/inventory.dm

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

* Update code/modules/mob/living/carbon/human/species.dm

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

* Update code/modules/mob/living/carbon/human/species.dm

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

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

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

* fixies uwu

* hopefully i fixed all return ..()

* E

* EEEEEEE

* wormie now is refactored

* removes destroy

* Update code/modules/surgery/bodyparts/bodyparts.dm

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

* Automatic changelog compile [ci skip]

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

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

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

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

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

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

* E

* E

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

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

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

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

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

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

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

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

* E

* E?

* E

* one more

* k

* OH SHIT OH FUCK

* replaces ROLE_ECULT with ROLE_HERETIC and fixes preferences

* REE

* fleshy fixes

* fixes summonings

* REE

* texture fix

* fixes a stupid fucking runtime that i noticed coz i forgot people can be borged. FUCK

* grammer

* nullrods can now remove runes

* HOLY SHIT, HOTFIX NERF

* E

* E

* TEMPORARY SOLUTION TO MAKE HERETICS SPAWN NATURALLY

* Update code/modules/antagonists/eldritch_cult/eldritch_antag.dm

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

* Update code/modules/antagonists/eldritch_cult/eldritch_book.dm

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

* Update code/modules/antagonists/eldritch_cult/eldritch_effects.dm

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

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

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

* SECOND TEMPORARY FIX

* fixes fixes fixes fixes

* i hope this no longer will qdel summons

* E

* please push this asap

* E

* buffs sickly blade to 17 damage and only allowes culties to use it

* Explanations uwu

* examine changes ree

* e

* E

* )

* E

* E

* Ash fix

* changes to mad touch

* replaces e_cult with heretics and fixes protect objective to suceed when someone suicides

* E

* makes worm code use COMSIG_MOVABLE_MOVED

* replaces bad var names

* makes eldritch knowledge an assoc list

* E

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

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

* what the fuck

* the fuck

* fixies

* EEE

* fixes

* e

* fixes

* mansus grasp slight buff

* changes overall changes

* E

* logging

* changes the eldritch armor into a nicer looking kryson robes

* tgui bundle

* QOL sprites and a spell to contract armsy

* SPRITES

* readds rust floors

* Fixes pointed out by anturk

* E

* E

* E

* Apply suggestions from code review

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

* Cleanup

* Fixes

* E

* EEEEEEEEEEE

* makes heretics a little bit more common

* Update code/modules/antagonists/eldritch_cult/knowledge/flesh_lore.dm

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

* EEE

* eee

* E

* E

* Init

* Makes shit more readable

* h

* e

* E

* wounds compatibility patch

* hnng

* rusty better sprite

* turn

* Apply suggestions from code review

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

* E

* further renames e

* E

* JS side

* changes reee

* e

* E

* yeesh

* e

* E

* pr

* e

* E

* changes re

* AAAAAAAAAAAAAA

* e

* antag huud

* e

* e

* hnnng

* hnng

* HNNNNG final patch - LAST TESTMERGABLE COMMIT

* HNNG NEVERMIND THIS IS THE LAST TESTMERGABLE COMMIT DONT LISTEN TO LIES BELOW

* e

* FINAL PATCH - MERGE READY

Adds defines, buffs blood siphon a bit so it can utilize wounds and replaces ROLE_CULTIST with ROLE_HERETIC

* forgot about a single debug line aaa

* hnnnhng

* hng

* a!

* aaa

* applies code review

* e

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-06-14 18:10:16 +02:00
Jordie
68db4a0c23 fix ban note expiry time (#51636)
Expiry time was being inserted as 0000-00-00 00:00:00 when NULL was expected for non-expiring notes.
2020-06-14 18:34:41 +12:00
Bobbahbrown
9b6457f770 Fix Malformed SQL Queries When Editing Admin Permissions (#51625) 2020-06-13 21:52:05 -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
Jordie
67e4646d34 Fix for unbanning panel search (#51564)
I tested with general logging on, these parameters were being passed as '' instead from DM's "" to NULL in sql.

i.e.

WHERE	('dave' IS NULL OR ckey = 'dave') AND
	(NULL IS NULL OR a_ckey = NULL) AND
	('' IS NULL OR ip = INET_ATON('')) AND
	('' IS NULL OR computerid = '')

Haven't checked if this is happening elsewhere.
2020-06-11 09:12:37 +12:00
AnturK
b8722c6c83 Datums and lists used as keys in assoc lists are now linked in vv. (#51451)
* Datums and lists used as keys in assoc lists are now linked in vv.

* Ok, uniform interface for lists.
2020-06-10 00:26:30 +12:00
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
TheChosenEvilOne
1318b269a2 Some cleanup (#51315)
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2020-06-07 14:33:57 +02:00
LemonInTheDark
eab31fd4d5 Adds some card unit tests, cleans up some comments (#51434)
* Adds unit tests, some more checks, and improves some comments

* sweep sweep sweep?

* Braindamage
2020-06-05 18:46:58 +08:00
AnturK
74ea449566 Fixes Get-Current-Logs (#51376) 2020-06-03 21:35:03 +02:00
EOBGames
22ed61f2e9 [READY] Codename: Blue Eyes White Jumpsuit, the TG TCG, Part 1, Reborn (#51252)
* here goes nothing

no really this is basically nothing

* dme is less dumb

* aaaaa string files

* Card backend (#3)

* Adds card backend and hotloading

This is a combination of 2 commits.

OH SHIT THE SM IS ON FIRE

WE DONE LADS

* Woop

* Best we'll get

* fixed file system, courtesy of potato

* updated tools (thanks potato), now up to 40 cards

* Adds rarity (#4)

* Adds rarity

* just to be sure

* Adds it to cards

* Didn't read templates WHAT A NERD AMAROIGHT

* Commets

* Woop you'd think I'd know my own system

* There we go

* Fuck you EOF (#5)

* Makes rarity not suck (#6)

* Fuck you EOF

* Makes rarity not suck

* Auto stash before merge of "blueeyedwhitejumpsuit" and "origin/blueeyedwhitejumpsuit"

* Makes rarity work as expected, thanks dogman (#7)

* smolcards

* Adds datum cards (#8)

* Datum cards

* Some docs and a little bit of cleanup

* fuck

* problems be had

* Fuck (#9)

* fucko bungo RELASE ME FROM THIS HELL GIT

* datum FUCKING AHHHHHHHHHHH

* packs and games

* boomer mood (#10)

* Card debugging (#11)

* Adds debug vars

* that's a bit better

* shit

* unfucks rarity

* scales sorted

* That should do it

* Parity

* fun fact

* series 1 json

* and so it is done

* Don't need this, I'm dumb.

MacRo-Op???@?#?@??!#?!@

* BRAINDAMAGE

* resin redux, smaller cards

* shut up shut up shut up IT'S ASSUMED TYPE OK? *it's not all that bad*

* double rarity TABLELS, fixed the silly linter

* flippers and rarities

* guaranteed rarity, rarity tables

* fuck it let's ask

* resinfront

* 2560 core set

* fixes flippers

* template icon, extra variable juice

* ADDS SPEED (#12)

* FUCK FUCK FUCK SHIT I BROKE IT AGAIN

* Kills my dreams in the NAME OF SPEED

* and some cleanup

* Minor changes, some qol (#13)

* couple small changes, moved the datum procs around to make things cleaner, made some comments autodocced

* Let's be more clear,

* and a woooop

* Removing ids, carpel tunnel edittion (#14)

* Subsystem

* Carpel tunnel completed

* woop

* curator is no longer equipment

* I'm not dumb you're dumb (#15)

* minor rarity tweak

ladies and gents, it's finished

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-06-01 22:50:07 -03:00
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
Jordan Brown
c3d0a6dd1c Don't throttle TGS commands (#51292) 2020-05-27 15:46:34 +08:00
MrDoomBringer
ceea9b6793 [Ready] Skillcapes II: Revenge of the broken github: A Skill Menu Special: New Sprites Edition (#50656)
* 10K hours

60,000 minutes
hahah


sure if you want a trailing newline i can do that


default cloak gets default skill


lazy list and no equip good


necessary ig


Update code/datums/skills/_skill.dm

Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
Update code/datums/skills/gaming.dm

Co-Authored-By: Angust <46400996+Angustmeta@users.noreply.github.com>
WIP PDA skill monitor program


hacky fixes till i refactor skills


refactors skills a bit, adds admin skill edit menu


If you have a failing, it's that you're always demanding perfection

...IF you have a failing
i think that's it for the admin skill manger


appeases lord flord


bruh


level names


FUCK!!


unga


Update code/modules/vehicles/vehicle_key.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/topic.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Apply suggestions from code review

frick

Co-authored-by: Rohesie <rohesie@gmail.com>
EOL and dumb spaces


more rohsie bait


tgui: Query Windows Registry for BYOND cache directory

hell yeah brother


update tgui and dmi


CLRF and bat file


typo ig

* tgui and new janicloak that i accdiently changed on another branch

* jani

* gamer cloak

* trim trailing whitespace

* tgui

* bruh

* variable renaming
2020-05-25 21:46:22 -03:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Tad Hardesty
5e37952b81 Fix name of SDQL arccos wrapper (#51087) 2020-05-25 02:15:13 +08:00
spessman-007
ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
AnturK
de21384476 Fixes orbit offsets and adds matrix vv preview. (#51198)
* Adds matrix vv preview and moves vv css into separate file.

* Fixes orbit offsets.
2020-05-25 02:01:41 +08:00
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
Ryll Ryll
753af7bda5 Adds friendly commendations (#51217)
* with message

* remove message, neaten up
2020-05-25 01:49:12 +08:00
spookydonut
5af174ef44 Merge pull request #51229 from Cyberboss/ImproveTgsUsage
TGS chat usage cleanup
2020-05-25 01:46:20 +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
Jordan Brown
63e20801ed TGS chat usage cleanup
- Rename send2tgs to sent2adminchat.
- Move both chat procs to SSdiscord.dm.
- Fix bug when sending to TGS4 non-admin chats.
- Add DMdocs
- Improve notify command
  - Store mentions as strings
  - Disable command if config setting isn't enabled
2020-05-23 13:33:09 -04:00
Fikou
57a93ea76a [s] does the html admin thing in a better way probably (#51221) 2020-05-23 01:44:34 -07:00
Fikou
874ff0a6e3 [s] you can no longer inject html in ahelps (#51213)
Fixes ahelp escaping.
2020-05-22 22:28:39 +02:00
Whoneedspacee
8af93a638b Icebox Station (#51090)
* there was an attempt

* adds ice moon map

adds config options for choosing mining maps

areas now have options that affect random generation on them

weather now has an option to not target indoor areas

adds base for icemoon ruins

turns many 1's into booleans

adds ice chasms

adds ztraits for weather stuff

* fixes up ice ruins to be ice moon compatible

adds lower z level to the ice moon mine

ice chasms now have a smoothed icon

megafauna only spawn in the underground portion of ice moon now

* openspace fixes

* adds new areas and underground specific ruins

* Adds the abandoned village ruin for Ice Moon

* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon

* random mining maps are no longer picked in the config

you can no longer change the mining map before setup is complete

* adds above and below ground ruin as a test

* adds debug functionality for ice moon ruins

fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas

adds multiple whitelist areas for ruin placement in a list

all underground areas are now outdoors

underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them

* adds unique spawners to icemoon to replace tendrils

adds 2 new mobs to icemoon the polar bear and wolf

adds a clothing flag for shoes that dont slip on ice

modifies mining site to be ready except for the boss

adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels

adds a no caves mineral for ice moon ruins

* wolves no longer run into lava or chasms

bears now enrage sooner

bear spawners can now actually be created

adds base for ice moon atmospherics

adds base for a new boss and achievements / score

really bad coder icon for ice boots added

* ice moon now has it's own planetary atmos! (thank god)

* new frost miner stuff

megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown

* converts a bunch of lavaland maps to be compatible with ice moon

adds tendrils from lavaland to the bottom of ice moon with the other megafauna

* updates mob drops for ice moon mobs

updates config entry default value for ice moon

updates ice moon map to have new gulag

* updates station parallax for icemoon

removes extra lavaland ported ruins

updates to demonic frost miner

adds ladder to icemoon map near station

* updates ice moon map to have the ladder inside the mining base

plant flora dont spawn on the lower z level of ice moon now

you get sand from mining rocks now

buncha demonic frost miner changes holy cow

* adds the buried library

* improves map, fixes comment

* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better

* updates ice ruin blacklist

* ice moon stop being too cold thanks

icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace

tunnel width is now not stupid

* fixes a demonic frost miner bug where orbs werent exploding after death

atmosphere temp is now correct

fixes library ruin for icemoon

polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles

reverts necropolis chest change

* Adds a new ruin: bathouse, barebones edition

* adds many new ruins

fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas

finishes the frost miner and adds loot to him

you can now force a wabbajack option

* main z level now always has gravity for ice box

* hopefully the hot springs arent the buggiest thing in the world anymore

protects areas near the station from having openspace

* icebox takes less players

fixes the ladder positioning on every icemoon map

* snowstorms now only occur on the station level

fixes some issues with the icebox z level having openspace over the lower level mining base

* Update code/datums/map_config.dm

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

* Update code/datums/ruins/lavaland.dm

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

* Update code/game/objects/structures/lavaland/necropolis_tendril.dm

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

* Update code/game/turfs/closed/minerals.dm

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

* Update code/game/turfs/open/chasm.dm

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

* Update code/game/turfs/open/floor/plating/asteroid.dm

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

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

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

* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm

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

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm

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

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm

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

* Update code/modules/ruins/icemoonruin_code/hotsprings.dm

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

* fixes areas on the lust ruin

polar bears now drop a goliath plate equivalent

wolfs now drop a watcher sinew equivalent

adds snow legions

adds a crusher trophy for the demonic frost miner that prevents movement

fixes a bug with asteroid mobs where the aggro icon would never show

adds ice to the snow cave tunnel generation

* starts work on the wendigo megafauna

* replaces snowball machine gun with more miner useful content

adds gentle var for knockback to prevent stunning on hit

polar bears move slower now

new icon for phase 2 demonic miner now

* fixes lust ruin areas

fixes whitespace

fixes nesting issues

adds underground specific mobs

* name / location fixes

demonic frost miner doesnt stun on knockback now

ice demons move faster

* fixes icebox having the wrong baseturf

* adds achievement defines to the wendigo

snowstorm for the lower z level again

adds a new helper for ranged target turfs

theres now a specific subtype for rivers

fixes a bug where ice and spawners spawned with rocks and other flora on top of them

adds indestructible ice rock turf

fixes a bug with ice demons teleport distance being incorrect

adds the start of wendigos attacks

* Apply suggestions from code review

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

* Update code/modules/mapping/ruins.dm

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

* Fixes a dumb bug with ruins from a webedit review

The syndicate shuttle can now land on mineral turfs

* the final commit, all that im going to change after this is documentation for procs lol

makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf

* adds nice animation to wendigo scream

* small fixes

* finishes autodoccing everything i could find

* ok im done for real now

* adds anywhere ruins

does review stuff

* review stuff

* ok it removes the stuff now

* fix removal

* fixes from the git

* adds surroundings to the asteroid and lavaland sites

adds butchering gloves to wrath ruins

the lower icebox levels are no longer station levels

fixes capitals on blood drunk and frost miner boss medals

adds engineering outpost ruin by trollbreeder

adds boxstation job changes to icebox

polar bear transformation no longer has immunity to lavaland mobs

fixes ice whelp spelling mistake

* fixes engi outpost atmospherics

fixes missing plating on solar panels

changes slowdown for icemoon turfs

* fixes ruins areas so tunnels can spawn into some of them

adds lights to icebox below area

openspace turfs mine the thing below them now

* fixes wall boundings on asteroid and lavaland domes

* ur lame armhulen

* adds public mining area to icebox

adds computer vendors to icebox

* minor fixes

* fixes map type error

* removes slowdown entirely

increases ore chances

fixes openspace on main map

fixes a ton of active turfs at roundstart

modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests

tunnels are wider underground now

openspace now deletes itself if it spawns above a ruin

* improve da ruins

* tries to fix multiple atmos issues with ruins

removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag

demonic frost miner drill now automatically scans everywhere around you

fixes tunnel generation issue

makes it so randomly generated turfs inherit their no_ruins flags

Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-22 02:17:15 -07:00
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
skoglol
47c3589d4f Adds a few more smites (#50689)
* Adds a few more smites

* Apply suggestions from code review

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-01 02:29:03 -03:00
Fikou
564620c14d changes cult sprites + radials (#50620)
* makes cult sexy

* turns cult sprites into sex

* gurgr

* hola

* final commit maybe

* FUCK

* shit

* a

* walla walla bing bong

* man fuck

* i didnt even know you could do this wtf

* new sounds from actioninja

* ahoy spongebob

* yeah

* bazinga

* should be finished

* oops
2020-04-22 11:57:00 -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
Jordie
4c7dfbc655 adds recording who deleted a note (#50445)
It came up that this isn't recorded, only logged.

Technically needs syncing merge with schema change but only deleting notes would break from this and tbh that isn't done very often so I think it'd be fine to yolo.
2020-04-18 11:28:34 +12:00
FloranOtten
eaad711ad2 Fixes word (#50453)
🆑
spellcheck: Deadminned themselves.
/🆑
2020-04-18 11:20:02 +12:00
AnturK
4c9074368e fixes arena shuttle (#50448) 2020-04-17 15:41:26 +02:00
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
Fikou
15da0dfb70 fixes arena shuttle 2020-04-07 19:04:05 +02:00
Rob Bailey
c20a04543b Port of Replays from Yogstation (#48579)
* demos (ported from yogstation)

rustg update + write with no format

use external hook for logging

use proper log vars

fix + clarifying comment

don't start the log

release build of rust-g

fix something caught by the lint

Update code/__DEFINES/subsystems.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

Update code/controllers/subsystem/demo.dm

Co-Authored-By: JJRcop <jrubcop@gmail.com>

moves hooks out of a dedicated file

len = 0 to Cut(), remove semicolons

untyped loop

* updated rust_g

* 513 updates
2020-04-06 13:15:48 -04:00
Timberpoes
bf6039215e tgui: DNA Console Overhaul Project (#50225)
* Initial work on tgui conversion for DNA Consoles

* Some initial button logic complete

TODO: Scanner Open button should disable while scanner is locked
TODO: Scramble DNA should disable while on cooldown

* Tabs for the tab God

* Dropdown changes, genetic sequencer modifications

* Mutation and genetic sequencer functionality

Almost complete. Need to implement Advanced Injectors still.

* Mostly done, converted most of genetic makeup code

* Tactical pocket linting

* More changes

* Everything except advanced injectors complete

* First complete alpha version

* Fixed debug/testing change

* Removal of more debugging code

* Fix pulse bug

* Bugbusters

* Fix for accidental changes

* Fix broken genetics disk changes, fix list of lists

* Squash tgui tab-key bugs and clean up attackby

* Code documenting, refactoring, bugfixing, spellcheck

* Documentation and misc bug squashes and runtime error fixes

* Fixes, features and tweaks

* Special check for those who have shuffled off this mortal coil

* New interface concept for console storage

* Mini code refactor

* Massive refactoring of DnaConsole interface (WIP)

- De-spaghettifying of LawyerCode
- Fixed the flex-basis bug, and removed ForcedBox since it's no
longer needed.
- Added a Divider component.

* Implemented requested changes.

Removed list() versions of strings.
Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary.
Fixed other DM data structures to serialise as JS Arrays instead of Objects.
Minor TGUI logic fixes for various edge cases.
Added some comments in DnaConsole.js outlining some minor notes and TODOs.

* Fixes "Save to X" being disabled.

* Included 2px outline CSS

* Additional minor logic patches

Don't want certain buttons active unless the mutation relation to them is also active

* Makes these transforms use a timer

* Fixed transformation race condition and stuff.

* Mutation source defined in DM. Conditional formatting improvements.

* Custom cache directory with BYOND_CACHE env var

* Fix gene cycler on index of -1

* Framework and TODO for next interface element. Cleared TODO list a bit.

* Fix 1px shift in gene cycle buttons

* Pass raw event with GeneCycler

* More robust combining logic

* Fix some cycler bugs, start working on enzymes

* Conditional highlighting for unsolved mutations and X'd genes.

* Lint for the Lint God

* Enzyme UI and more refactoring incoming

* Finish tgui refactoring, enzymes injectors done

* Whack-a-Bug

* Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout.

* Partial linting

* Assorted bug fixes

* Remove debugging code

* DNA Consoles are now more conversational. Initial state set.

* Final tweaks, implemented mutation combining, complete?

* Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params

* 10 Fix a bug, 20 make a bug, 30 goto 10

* The definition of irony

* Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting.

* uniqBy

* Add support for dropdowns with disabilities.

* Cleanup

* Remove current mutation from combinations

* Dividing

* Document BYOND_CACHE env var

* Outline cleanup

* Declare radiation constants since they were removed in DM

* Combine mutations only after checking for null

* Advanced Injectors actually work now.

* Comment cleanup, DMDOC, stard and end processing at appropriate times

* Pressing Ctrl-S occasionally helps things

* Fix enzyme mutator timeout bug, added injector timeout display.

* Rebuild tgui

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
2020-04-06 19:00:19 +03:00
spessbandit
c3ac60abc8 Create Command Report dialog now tells you the current CentCom name. (#49831)
About The Pull Request

The admin Create Command Report verb now displays the current Central Command name in the dialog box, in case it has been previously changed.

also fixed one(1) typo
Why It's Good For The Game

because the other day I murdered everybody's immulsion by sending a "Central Command" report without realizing someone had hit Change Command Report previously

(pr title aside this is not just for manuel)
Changelog

cl bandit
admin: The Create Command Report dialog now tells you the current CentCom name.
/cl
2020-03-30 09:59:07 +13:00
Fikou
a59e4fb1b5 merges civilian and service departments (#50142)
* merges the service and civilian departments

* yee haw
2020-03-26 22:05:28 +08:00
Fikou
df8b8f5d9b removes improper grammar in ert prompt 2020-03-18 00:54:57 +01:00
AnturK
108cd4da9f Fixes player panel handling " (#49793) 2020-03-09 19:08:48 -07:00
Kyle Spier-Swenson
d1f0c01959 Fix relayed admin helps getting truncated 2020-03-05 23:48:57 -08:00
nightred
15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00