Commit Graph

1653 Commits

Author SHA1 Message Date
kingofkosmos
79c5a80ca0 Visible_messages verb time tenses changed to present. 2020-03-16 14:55:25 +02:00
Dennok
efa9c92073 Update overlays.dm 2020-03-16 11:11:52 +02:00
Dennok
a0c43dfb10 up 2020-03-16 11:05:48 +02:00
Dennok
899ac46d93 up 2020-03-16 11:05:06 +02:00
Dennok
9caa60f6b4 overlay openspace show fix 2020-03-16 10:54:06 +02:00
Whoneedspacee
03bfbaa4cf changes king goat arena to use the portal landmark system (#49735)
About The Pull Request

Permanent portals no longer randomly select a portal to use as their exit, and instead stick with the first one they find, they're supposed to only have one linked portal anyways.

Adds a portal exit landmark, one-way portals use this to define their exit as opposed to the weird as hell and pointless portal deletion system I was using before, also nice for mapping since they have different icons so you can more easily tell which is which.

Adds One-Use portals, they're just one-way portals that delete after they're used, was requested for a reference off-station thing someone was making, probably also useful for things like mobs that die and spawn portals to an area, most likely will be used in ice moon.

Goat ruin was the only thing using the permanent portal system for ruins so far since VR hub got removed, so I just moved that over to use the landmarks.
Why It's Good For The Game

The old code is garbage I wrote like a year ago because it was packaged with VR hub, and someone added copy-pasta at some point, absolutely terrible. This cuts down on a lot.
Changelog

🆑
refactor: Permanent Portal fixes and One-Way Portal improvements for mapping.
/🆑
2020-03-16 20:47:20 +13:00
Time-Green
c04abab2bf [READY] Makes plumbing mappable and reworks hiding (#49644)
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑

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

You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
2020-03-16 20:37:59 +13:00
Dennok
eecf0cf292 fix for blood layering in openspace 2020-03-16 09:02:59 +02:00
uomo
f40f99dc64 Basic job code, access, spawn point landmark, area, department sign. 2020-03-13 23:27:23 -05:00
Bawhoppen
7f73fd2a7b Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
2020-03-12 05:06:09 -05:00
kevinz000
2c25b2cdfd Merge branch 'master' into movespeed_modifiers_take_two 2020-03-10 00:59:01 -07:00
Dennok
4ff83ee04e effects vis_flags (#49804) 2020-03-09 19:07:22 -07:00
Iamgoofball
3203f19290 The Families Gamemode. Home. At least it was 'til I fucked everything up. (#49274)
Adds the Families gamemode to the codebase. In this 1 hour showdown, 
multiple criminal families are placed onto the station with their goal 
to rack up the most points by the end of 1 hour. At which point, the 
Space Cops hit up the station to crack down on the family activity. The 
severity of the Space Cops is based on how much carnage and murder the 
families have committed.

## Why It's Good For The Game

With an actual official medium/heavy RP server, and the codebase taking 
a much harder swing towards heavier consequences for death, a more 
player focused gamemode with a unique swing on teamwork, the concept of 
what exactly is an antagonist, and trust/paranoia will do wonders to 
help improve that atmosphere.

Previous tests went extremely well(when administrators weren't 
intentionally sabotaging it by welderbombing families as the Head of 
Security every single round immediately with no escalation), but 
suffered from "this just isn't a gamemode for no RP servers like /tg/".

However, /tg/ is now an RP server.

Get ready to rep your family.

## Isn't this just Gang?
Heck no. Only thing similar is tagging turf and the fact criminal 
groups are involved. This mode is completely different otherwise.

## Heck yeah, where do I sign up?
Ask a family member where their Signup Point is, and then simply click 
on it with an open hand. You'll be signed up for the family instantly, 
and given some sick threads and a spraycan for tagging.

## How do I rep my family?
Wear your gang's uniform or colors similar.

## What does it mean to roll with a crew?
Travel in a group of four or more for bonus points towards your gang.
However, you receive less for having eight or more, so be careful. Try 
to spread your crews out!

## I'm an X, what do?
Gangster: Yeah, go do whatever. Wanna backstab your gang? Go for it. 
You can switch sides at any time by clicking on an enemy gang's sign up 
point. Wanna murder some snitch because they ratted you out to the 
pigs? Do it. Wanna pressure the locals into supplying you with goods to 
export? Emergent gameplay.
Civilians: Wanna join a gang? Go for it. Gangsters probably shouldn't 
be arbitrarily murdering you, but if you're repping someone else's 
colors, don't expect to be given a free pass. After all, uniforms are 
the only way to really identify a gang member.
SPACE COP: Get rid of all the gangsters. Secure the station. Protect 
the law. Uphold the law. Eat donuts.

## No huds? How can I tell if someone's part of my group?
Tough shit, man. I hope you like trust.

In short, this gamemode will be a fun exercise in how far the 
playerbase can go in regards to trusting eachother and unifying to meet 
a common goal for their group with no rules, gameplay mechanics, or 
anything actively forcing them to work together.

## How do I know if someone is a gangster?
1. Are they wearing a gang uniform/color?
   If yes, they're probably a gangster.
   If no, they're probably a civvie.
2. Are they attacking gangsters?
   If yes, they're probably a gangster.
   If no, they're probably a civvie.
2020-03-08 18:33:54 -07:00
Bawhoppen
7bb27cf55e getting closer to being ready 2020-03-05 18:09:21 -06:00
Emmett Gaines
718074ce55 Build SpacemanDMM from source (#49712)
* Build SpacemanDMM from source

* oops

* Fix new unreachables/dumb code

* ooops cache conflict

* bugfix

* oops

* lint

* ninjanomnom held me down and forced me to delete this
2020-03-05 11:54:04 -05:00
Emmett Gaines
d0870a95ac Makes Crossed and Moved should call parent (#49671) 2020-03-05 10:25:24 -05:00
spookydonut
5153f3c6b1 RCD constructing effect unclickable (#49709) 2020-03-05 21:28:54 +08:00
Bawhoppen
1f82ec544e Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners 2020-03-04 20:02:26 -06:00
actioninja
637d251e26 icon fixes 2020-03-03 19:50:25 -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
Bawhoppen
d0c5d63116 Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners 2020-03-02 19:30:48 -06:00
MMMiracles
f739e80649 Double-Decker Donut Disaster (Multi-Z Donutstation) (#48781)
* uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* upper staircases, lots of upper floor work

* railings

* ai sat rework, exterior decals

* ass ass ASS ASS fuckin ASSSSS

* oh my god its full of stairs

* forgot a file oop

* railing fix on multiz test, upper atmos, external space dust deterrents

* both-way rail climbing, maint work, 2nd story atmos desk, pipe/wiring/ allow floating over openspace and moving up-down openspace in nograv, trailing ends

* go NORTHWESSSST

* maint work, hull work, gamer time

* upper security, more maint work, eva catwalks, less retarded railings, hiding signs from openspace, elevators suck, wire/pipe work

* more maint work, decal work on 1st floor, called my parents they appreciated it

* multiz test shit

* maint work, hallway work, botany work

* removed cloning, turned into general treatment, added small temp corpse storage next to treatment

* eduititititit

* gamers

* openspace fixes

* os over os fix

* prison rework, hallway work, pr prep

* mapmerge + remove pixel 0s

* bad area and more railings, newline

* unnecessary vis flags and unused computer console

* public mining dock

* oops lol

Co-authored-by: Dennok <Deneles@yandex.ru>
2020-03-02 03:44:59 +08:00
skoglol
0c15136f11 Merge pull request #49520 from EOBGames/frostysavior
Codename Frosty Saviour- A New Medbay for Metastation
2020-03-01 15:14:23 +01:00
kevinz000
350b9b7a29 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-03-01 06:50:37 -07:00
Bawhoppen
96138784c8 contraband drug list improvement 2020-02-27 21:14:02 -06:00
Bawhoppen
fd5f209863 Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners 2020-02-27 17:12:47 -06:00
ArcaneMusic
94f27c7b25 [READY]Arconomy: Sales Taggers, split profits on barcoded, sold items! (#49111)
* Startwork

* "Arcane: Everything works up until the export datum bullshit"

* I got up to "Split Profit" in "sell object"

* This is when I switched over to components and it STILL doesn't work

* alright stopwork for the 'night'

* So this is the version that crashes

* One step further in my descent to madness.

* Alright, this should be working (Minus maybe profit_split)

* Alright splitting up custom sales splits is broken right now.

* Profit split works now.

* Alright what the hell is going on here.

* Revert "Alright what the hell is going on here."

This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.

* Oh wait, I can do commit messages through VSC?

* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal

* Added shipping box to all maps and the service/cargo lathes.

* Fuck you mapmerge hook you ain't shit

* Alright, yet another take of making it get rid of the pricetag

* [3:43 PM] oranges: anturk is smart (This is true)

* Tested, cleaned up component procs,  and limits signals sent a bit.

* Whoops

* Other comments from Ninja over discord

* Left in a comment line.

* Fixes the issue with ind. barcodes, adds examine.

* Well thank GOD the children wern't there to see it

* Adds a do_after to prevent accidents.

* Fixes merge conflicts

* Fixes merge conflict. Twice in one day.

* Fixes merge conflict.

* one tiny bit of documentation

* Travis play nice.
2020-02-25 20:42:01 +08:00
EOBGames
584cf73c09 metamed1.3
a good round of feedback, guys
2020-02-25 03:57:44 +00:00
TheVekter
bc44988ba2 [READY] R&D Rework: Splits anomaly cores into separate versions, modifies build paths (#49448)
* Splits anomaly cores into separate versions

* Converts the wormhole projector to require a bluespace core.

* Cleaned up a few lines

* Fixed small bug issues

* The gravity gun now requires a grav core. Increased weight of some anomalies.

* Enables high-intensity grav anomaly

* Fixing minor issues
2020-02-22 20:40:40 +01:00
ShizCalev
4316f79d32 Fixes some inconsistencies with CentCom & Nanotrasen capitalization, and a couple typos (#49469)
typo fixes, inconsistencies with Nanotrasen capitalization, ect
2020-02-22 22:35:53 +13:00
kevinz000
df38abf7a1 Merge branch 'master' into movespeed_modifiers_take_two 2020-02-21 01:38:09 -07:00
Qustinnus
72fb1458a7 Adds the shower bot, makes sure you don't become too bloody (#49083)
* Epicgamers

* woops

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

Co-Authored-By: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>

* slip

* fix

* epic

* emag functionality

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

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

* step 1

* woops

* fixes

* fixes

* fixes++

* fixes a broken thing

* lol ok

* fixes

* oopsie

* oneliner

* lmao webedits

* small brain

Co-authored-by: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>
2020-02-20 22:31:22 +01:00
kevinz000
851f5f2939 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-02-18 16:44:19 -07:00
Bawhoppen
fcf3ce223c shiv + laundry cart 2020-02-18 04:40:28 -06:00
JJRcop
a1392847bd Remove ismovableatom macro (#9) 2020-02-17 15:03:16 +01:00
kevinz000
256d20cde0 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-02-17 05:50:27 -07:00
Eugene Yaremenko
d68474f0b7 Adds Policy Capabilities to Pyro Slime and Changes Ban Type to ROLE_SENTIENCE (#49319)
* Allow anomaly slimes to reproduce

It would be even better if they were connected to the player "hive mind" like jelly people do but it'll do for now.

* Fix anomaly slime role

* Add policy keywords to pyro slimes
2020-02-17 10:55:15 +01:00
Emmett Gaines
9e34b3d6a1 Supports named arguments in AddComponent and AddElement (#49098)
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.

InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.

As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
2020-02-17 17:57:52 +13:00
AnturK
e3fca45a78 Fix a few small runtimes (#49352)
Nothing special here, mostly sanity.
Defib hud is awful, needs rewrite.
2020-02-16 00:40:11 -08:00
ArcaneMusic
382b91dc64 Adds a new Space Ruin, the Hell Factory. (#49186)
* The hell factory is born. Initial Commit.

* Alright just makes sure to re-add the dmi files, so at least SOMEWHERE they exist

* I somehow lost my pressure plate fix and didn't actually fix the conflict.

* No, really, how did I break this so badly. Jesus christ.

* Quick anti-cheese measures.

* Made the map a bit more comfortable, APCs/ Keycard

* mapmerge hook :(
2020-02-15 23:44:14 -08:00
Bawhoppen
8b2a728291 Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
#	code/datums/weather/weather_types/radiation_storm.dm
#	code/game/area/Space_Station_13_areas.dm
2020-02-14 21:28:55 -06:00
Krysonism
eb8b752e58 [READY]Da mafia update. Mob nicknames, new fedoras, suits! (#49029)
* base

* adjust suits

* Beige suit + fedora

* madonna

* fixes bug

* virgin mary

* Improvements

* Linter

* Removes duplicate sprite

* readds my fedora sprites.

* Gets woke(no sleep)

* linter

* readds my missing hats

* Call your parents

* resolves conflict yet again.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-02-14 13:10:17 -05:00
PKPenguin321
f8c3049f25 Salt now dissipates when ran over too much (#49257)
Running over salt (that is, moving over salt while not walking) will 
slowly dissipate it. The first two times, nothing will happen, but the 
third time the salt will be fully scattered away.

I think salt is a hard enough counter to revenants that it's impossible 
to justify how easy it is to apply and how relatively permanent it is 
once it's applied. Salt smoke can coat entire departments in salt in 
seconds, locking revenants out of them forever with essentially 0 
effort.
2020-02-12 19:41:23 -08:00
Bawhoppen
0a0e42b3ac prison 2020-02-07 02:24:50 -06:00
skoglol
a28b24f149 Completely removes cloning (#48668)
* Removed from code

* Removes cloners from maps

* Some more references, now compiles.

* Reduces availability of replica pods

* DNA scanner and tech disk rebranding

* pubby door name, cargo pack description
2020-02-04 16:04:06 -05:00
ShizCalev
bfb4218a87 Merge pull request #49176 from AnturK/runtimesareforever
Few more runtime fixes.
2020-02-04 04:08:53 -05:00
Mickyan
e985a0a18f Blood dripping scales with bleeding rate (#49092)
* bleed decal rate

* forgot this guy
2020-02-04 07:00:24 +01:00
kevinz000
49f4ce6212 Merge remote-tracking branch 'tgstation/master' into movespeed_modifiers_take_two 2020-02-03 14:14:22 -07:00
AnturK
5af512f8f1 Removing wanted poster fixup 2020-02-03 10:18:04 +01:00
RaveRadbury
8b19d797ca [Ready] Prisoner role (#48819)
About The Pull Request

I observed someone request to be perma'd round start and then they just chilled in perma the whole shift. Security isn't always going to be up for putting people in perma and players who have been placed in perma tend to go catatonic. This allows players who are interested in having a chill shift doing the stuff in perma and acting like they've done crimes the opportunity to do that.
Why It's Good For The Game

Crew content. I'm not saying it's mindblowing but if we add it in as a role it will open the door for people to look at perma and what could be done with prisoners.

Prisoners spawn with a prison ID, a jumpsuit, and shoes. They are also currently spawning with a backpack and I'm uncertain about whether or not I want to do anything with that.

This is ready for a testmerge and worked for me locally.

Thanks to Tralezab for assistance with merge conflicts.
Thanks to EOBGames for the plasmaman prisoner sprites.
Thanks to Quill-Weave for encouragement.

Feedback is of course welcome, and I'd appreciate suggestions re: balancing this role. Maybe they should be roundstart pacified or something.
Changelog

cl
add: Adds prisoner role
/cl
2020-02-03 09:54:03 +13:00