Commit Graph

106 Commits

Author SHA1 Message Date
SkyratBot
c6160b94dc Ethereals now crystalize on death, allowing them to heal themselves unless the crystal is destroyed, but giving them a brain trauma if it succeeds. (#3723)
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-02-28 23:47:28 +00:00
SkyratBot
4032c73891 [MIRROR] Fermichem 2.4 - C2 medicine recipe adaptations and atunements to the new mechanics (#3701)
* Fermichem 2.4 - C2 medicine recipe adaptations and atunements to the new mechanics

* Update human_defense.dm

Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-28 15:21:34 +00:00
SkyratBot
d0dc199815 [MIRROR] /mob/living/proc/Life(delta_time) (#3509)
* /mob/living/proc/Life(delta_time)

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:55:52 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
1e86331baf [MIRROR] Rework AI status displays with emote and radials (#2846)
* Rework AI status displays with emote and radials (#56255)

🆑 coiax
tweak: AI status displays are now controlled either by emotes (like
`*happy`), or by clicking on the status display as an AI.
/🆑

The code that deals with AI status displays is very old, and was hooked
into events like Login() and Logout(). This reworks the code to
something resembling modern standards.

AIs can control their AI status boards in the same way that slimes can
do with things like `*slimesneak`, and can also use the radial menu to
preview what emotion they will be sending to the world.

By removing the Login()/Logout() code as well, the final BSOD of the AI
will now no longer disappear the instant that the AI leaves their corpse
(calling a Logout()).

* Rework AI status displays with emote and radials

Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-23 17:36:10 +00:00
SkyratBot
83c0957413 [MIRROR] Turns squashing mobs into an element (#2606)
* Turns squashing mobs into an element (#55725)

Opens up room for extending squashing behavior for future cytology updates.

* Turns squashing mobs into an element

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-01-10 08:20:44 +01:00
SkyratBot
0c53462374 [MIRROR] Refactors the procedural generation of lavaland and turf/closed/mineral (#2131)
* Refactor the procedural generation of lavaland and turf/closed/mineral (#54915)

This replaces lavaland's old diagonal tunnel gen which was really
horrendously jammed into asteroid floor code (?????) with Cellular
Automata which runs in rust (PR for that here:
https://github.com/tgstation/rust-g/pull/57 ). The new code is a bit
cleaner, but also looks better.

VID: https://streamable.com/a45ke2

Things to do:
- Make an icemoon version
- Fix the roundstart atmos adjacency issues

I asked AnturK if this was an acceptable PR for this month; he said it
was okay as long as I didn't add new areas, which I don't plan to do.
But if anyone thinks this PR breaks the spirit of the month I'll open
it again in december.

* Refactors the procedural generation of lavaland and turf/closed/mineral

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-12-11 06:10:38 +01:00
SkyratBot
3a0491d3b4 [MIRROR] Small do-after refactor (#2074)
* Small do-after refactor (#55172)

This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.

* Small do-after refactor

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-12-07 22:46:59 +01:00
SkyratBot
8db24d79e6 [MIRROR] Fix royal alien pixel offset, change getter to variable (#1641)
* Fix royal alien pixel offset, change getter to variable (#54706)

Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)

Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.

Also corrected a few random things that weren't using base pixels but should have been.

* Fix royal alien pixel offset, change getter to variable

* Update pixel_shift.dm

Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 02:47:05 +00:00
SkyratBot
62f9a92c32 [MIRROR] removes unused define left over from devil (#1297)
* removes unused define left over from devil (#54356)

* removes unused define left over from devil

Co-authored-by: Couls <coul422@gmail.com>
2020-10-14 00:07:45 +01:00
SkyratBot
970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
SkyratBot
6ee36d46e6 [MIRROR] Turns maxhealth into a define (#1227)
* Merge pull request #54251 from Rohesie/define

Turns maxhealth into a define

* Turns maxhealth into a define

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-10-09 18:48:54 +02:00
SkyratBot
3b7068de61 [MIRROR] Mobility refactor: UI, pull and lying down edition (#1148)
* Mobility refactor: UI, pull and lying down edition

* Update living.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-04 20:03:31 +02:00
SkyratBot
55e3dbcb5e [MIRROR] Scales ethereal power capacity and interactions upwards (#1039)
* Scales ethereal power capacity and interactions upwards  (#53984)

Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.

Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).

All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).

Also some minor code and grammar improvements.

* Scales ethereal power capacity and interactions upwards

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2020-09-29 12:26:35 +02:00
Azarak
204bbd62a8 Update mobs.dm (#946) 2020-09-23 21:47:02 +01:00
SkyratBot
ec28f27bf8 [MIRROR] Fix broken dmdoc crosslinks (#933)
* Fix broken dmdoc crosslinks

* Update species.dm

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 15:14:45 +02:00
SkyratBot
7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00
SkyratBot
7c4b7cdb9a [MIRROR] limb disabled refactor (#757)
* limb disabled refactor (#53374)

    Fixes #53219
    Nukes is_disabled()
    Turns several variable value changes into events.
    bodypart_disabled turned into a boolean value.
    BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
    Cleans some code and reduces number of updates, as only the extremities have a disabled effect.

* limb disabled refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-09-11 23:21:46 +02:00
SkyratBot
7540337c7a [MIRROR] Adds a succumb alert prompt (#545)
* Adds a succumb alert prompt (#52892)

* Adds a succumb action

* Change from action button to alert to stand out more

* CAN_SUCCUMB macro and early return

* Move updating to set_stat

* Bring back new_stat

* Move to new traits

* Observer check

* Adds a succumb alert prompt

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-27 22:10:25 +02:00
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
oranges
88170c9e4c Simple mob AI wakes up less (#52228)
There's no reason to wake every mob on the Z level when we can simply
wake up only those nearest to the mob

In theory we could even not do this at all, but there would be a few
seconds delay before the idle automated actions ran and the AI wokeup
anyway
2020-07-15 22:31:26 +08:00
Ryll Ryll
4a481bc861 Adds eye contact (#52108)
* doesn't do it for me

* signal and hijinx

* creep stare

* less lazy code
2020-07-12 03:39:57 +10:00
EdgeLordExe
75bfd1ea91 Heretics bugfixing patch [READY] (#51676)
* cleaning up code, fixing bugs and other stuff like that

* e

e

* allows armsy to hit with all the links

* e

* actually makes armsy ranged aa

* fixes armsy unable to space walk bug

* fixes the armsy cannot walk in spcace oversight

* e

* e

* E

* aaa fixes more fixes

* aaaaaaaaaaa

* e

* e

* e2

* more cleaningup

* aaaaaaaaa

* e

* e

* e

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

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

* e

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

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

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

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

* e

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

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

* E

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-06-21 23:15:01 +02:00
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
Jared-Fogle
f2d295c623 Replace TRUE with DEFIB_POSSIBLE 2020-06-06 02:24:02 -07:00
Jared-Fogle
cc409ed6c5 Fix defib hud being inconsistent, refactor can_defib 2020-06-06 01:37:15 -07:00
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
William Wallace
fb31ecb5d3 add brackets around MOB_* macros 2020-05-20 06:06:56 +01:00
MacBlaze1
e221adb845 Fixes Ethereals being hungry all the time (#50745)
* Update lighting.dm

* adjusts apcs

* increased values based on hunger

* feedback changes

* reverts lights

* Update tgstation.dme

* Revert "Update tgstation.dme"

This reverts commit b2597406bff2ecbae51c7016449a445baeb764d4.

* Update mobs.dm

* blame floyd not me

Co-authored-by: Qustinnus <Floydje123@hotmail.com>

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-05-04 17:09:49 -04:00
Ryll Ryll
6ece69d358 Adds a minimum drinking/smoking age (#49990)
About The Pull Request

NT is finally cracking down on underage drinking and smoking on its stations, and you must now be at least 20 years old in order to purchase alcohol or tobacco at vendors. Underage ID's will be visible as such when shown or inspected. Bartenders below the age have discreetly had their IDs modified to be the minimum age, though if anyone cross references the station datacore records, they'll be exposed!

dreamseeker_2020-03-31_05-04-22.png

You can adjust the registered age for an ID at the HoP's console, the same way you would adjust the registered name. You can also pulse the age restriction wire on vending machines to disable the age checking system if you want to hack the system. I chose 20 as the legal limit because I don't care to listen to people fighting about 21 vs 18 and America vs the world, and it still will affect a decent amount of people I figure.

2020-03-15_21-40-54.png
Why It's Good For The Game

Makes age a teeny bit relevant, you can now more easily identify and bully 17 year old Heads of Staff.
Changelog

🆑 Ryll/Shaps
add: Due to pressure from various organizations, Nanotrasen is implementing a new ban on the purchase of alcohol and tobacco products for crewmembers under the age of 20 onboard its Spinward space stations. Please remember that providing alcohol or tobacco products to underage crewmembers is against Space Law, and remember to check those cards bartenders!
add: Standard Nanotrasen IDs now display the registered age of the holder, which you can change at the HoP's access console.
/🆑
2020-04-03 16:46:47 +13:00
XDTM
d8640110e4 [Ready]Adds more Bioware Surgeries (#49621)
* Adds more adv surgeries

* Update cortex_folding.dm

* Update cortex_imprint.dm

* fixes define

* fix double trauma gain

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

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

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

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

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

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

* Only minor trauma immunity

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 09:38:59 -04:00
Ryll Ryll
bf177cffed Shoelace fixes, adds helper for seeing if you're already interacting with a target (#50048)
* use the correct do_after target

* stomp

* sorry travis

* lace em up

* less specific

* checks if the shoes move

* NULL ME OUT

* last requests

* unhelper
2020-03-30 23:53:16 -03:00
Rohesie
0cf8f7cd9d Dynamic current_players lists rework (#50013)
* current player lists

* Docs
2020-03-21 17:05:13 +01:00
spookydonut
1a1533a2e3 Code docs some mob stuff (#49570)
* update damage proc codedocs

* docs for mobs

* change requests
2020-02-28 11:14:39 +13:00
wesoda25
030303d952 Ethereals now discharge electricity if their charge is too high (#48573)
* if this works i will be happy

* :(

* explosion

* brutemod

* george melons
2020-01-10 23:14:41 +11:00
PKPenguin321
396624a68a Blood bursting (#48208)
* blood burstin 1 of 2

* blood burstin 2 of 2
2019-12-12 00:21:36 -05:00
Unknown
33d4fc3613 Part 2 - Shitcode Tendency 2019-11-19 13:10:17 +01:00
Unknown
d1f4e93457 Part 1 - Phantom Code 2019-11-17 13:50:23 +01:00
Qustinnus
26a95ac867 Re-adds room beauty without the negative moodlets (#46848)
* re-add

* epic

* fix

* epic
2019-10-05 22:47:49 -04:00
nemvar
daffaefb71 Switches out the three billion args of electrocute act for flags (#46564)
* Switches out the three billion args of electrocute act for flags

* Adds autodoc to electrocute flags, sets the boolean I removed and tries to fix the ed209 file

* tries to fix ed209 again

* Fixes 209 hopefully

* Finally fixes that darn file

* one final one to fix the diff

* Or i guess i'll just do it myself
2019-10-02 23:14:19 +02:00
spookydonut
bfc4bbf8f2 Makes flash_protect values use defines (#46588)
* Makes flash_protect values use defines

* ctrl s is hard okay
2019-09-25 17:11:42 -07:00
nemvar
fd214c52a4 Turns mob biotypes into flags instead of lists. (#45905)
About The Pull Request

title.

Also renames INORGANIC to MINERAL and removes it from simplemobs (never used for simplemobs) where it doesn't fit. Doesn't make sense to have both ORGANIC and INORGANIC as a flag.
Why It's Good For The Game

There's no reason to use a list for this.
Changelog

cl
code: Changed mob biotypes from lists to flags.
/cl
2019-08-21 11:28:30 +12:00
nemvar
87f080bfbb Sanity is now capped. (#45410) 2019-07-25 14:06:36 +02:00
Garen Crownguard
534a9140aa merge 2019-07-05 17:59:38 -05:00
RandolfTheMeh
e9dab4c665 Universal Organ Damage system (#44710)
About The Pull Request

So organ damage is a thing now associated with general object of organ, meaning all organs inherit a damage variable, failing boolean, healing variable, and maxHealth variable. The proc applyOrganDamage takes in the damage and organ path, applying damage/healing to said organ. While an organ is in use, it heals a small amount over time (granted the organ is not failing), with this fraction being set by the healing variable.

This also reworks preexisting organ damage systems to function more so on the universal organ damage system, the liver specifically. So much code exists in regards to eyes/blindness and ears/deafness that I'll need to go ahead and take a longer time combing through the code to get everything that can reasonably be tied to those two organs and their level of damage reworked to function off of the organ damage system, as opposed to just a trait add/remove system.

Lastly, this slightly reworks scanners, since now you need to check for every organ in the body. Since organs are stored as "the [organ]" with the method I used to get them, the phrasing on the medical scanner was changed to make more sense given it now has to say something along the lines of "severe/minor damage detected within [the organ]". I'll likely add another proc if I cannot find a way to get the organ's max health during this operation, since a static number determining minor/severe damage does not work when an organ's max health is less than the typical 100 points (as is the case with eyes).
Why It's Good For The Game

Every organ can be damaged, though not every damaged organ does anything right now. Damaged livers do the same thing as they did previously, and damaged eyes develop varying levels of vision impairments. The benefits to this PR are more for future coding projects than it is for the game currently, with no foreseeable changes to the way it's played currently.
Changelog

cl
code: Universal Organ Damage variables and procs
/cl
2019-07-05 09:40:30 +12:00
Qustinnus
d9b316b7ab Sanity Rebalancing (#44800)
cl Floyd / Qustinnus
tweak: The Nanotrasen Physological department has realized that working at a metal deathbox is more stressful than it currently is. Mood has been slightly rebalanced
/cl

This PR is mostly a rebalance of various variables that exist withing the system. The system is now more likely to skew one of two ways instead of always hanging at neutral unless you're hungry, I plan to make it more likely to skew to one side from other things as well, and nerfed various low effort and non interesting interactions such as reading books while buffing the ones that have gameplay like drinking good bartender drinks or winning arcade games.

I also plan to add a moodlet for being in the bar; this will reinforce players to visit these areas if things get bad, or if they just want to refuel for a bit.
2019-07-03 19:32:09 +12:00
Garen Crownguard
3a37d0322c merge 2019-06-23 20:39:24 -05:00
nemvar
d2cd28da78 Adds superlube to the clown ruin. (#44595)
* welp

* h

* Superlube
2019-06-18 21:37:11 +02:00
Rob Bailey
5743c9a748 Dragging prone mobs slows you down, fireman carrying (#44155)
About The Pull Request

Dragging prone mobs (resting, knocked down, stunned, dead, in crit, etc) that aren't buckled to anything slows you down.

You can fireman carry by aggressive grabbing then click dragging onto yourself. This causes a slight speed penalty that is lower than dragging.
Why It's Good For The Game

Prevents the classic "stun and beat the shit out of while zipping off" which is obnoxious and I don't think anybody likes besides the people who do it.
Makes it so if you feel like being a cunt you can rest while being arrested to make you a pain to take back.
Makes it harder to steal bodies and move away before anybody can properly react, but makes dragging bodies riskier at the same time
Fireman carrying adds an element of risk reward, it takes a little while of standing still to pick them up and also slows you down slightly. More useful to move someone a long distance out of a relatively safe area than a quick pull away.
Changelog

cl
add: fireman carrying. Aggressive grab then click drag onto yourself.
tweak: pulling prone mobs slows you down.
tweak: carrying another human slows you down.
tweak: pacifists can aggressive grab.
/cl
2019-06-09 23:54:02 +12:00
Garen Crownguard
caa683e5b1 merge 2019-06-04 07:04:21 -05:00