Commit Graph

11038 Commits

Author SHA1 Message Date
WJohn
cc4c330c4a Changes dogs to neutral faction. (#44295) 2019-06-05 02:40:11 -04:00
Razharas
c55145299a Componentizes menucrafting (#44221)
Fixes menucrafting opening a new window when finishing construction
2019-06-04 17:01:45 -04:00
nemvar
12f7b1a5c4 Slimes now 'metabolize' reagents over time (#44268)
* Update life.dm

* Update life.dm

* Update life.dm
2019-06-04 12:18:17 -04:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
ShizCalev
30fd6ddeac Merge pull request #44280 from kingofkosmos/spanendingfixes
Adds missing </span>'s.
2019-06-04 05:50:50 -04:00
4dplanner
ecf7d620a2 More sleep changes (#44278) 2019-06-03 22:39:40 -04:00
AffectedArc07
3a3fa4f84a Stockings (#44274)
cl AffectedArc07 and Shazbot
imageadd: Added 9 new sock styles
/cl
2019-06-04 09:55:00 +12:00
4dplanner
15825997b8 Stamina changes [TMC] (#43966)
About The Pull Request

Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit

changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60

bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game

Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.

The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.

The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog

cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
2019-06-03 11:16:56 +12:00
oranges
6d9e7b778e Merge pull request #44222 from ninjanomnom/HAS_BLOOD_DNA
Replaces IF_HAS_BLOOD_DNA with HAS_BLOOD_DNA
2019-06-03 11:07:37 +12:00
oranges
7811f1ff7f Merge pull request #44208 from 4dplanner/throw
Thrown objects phase through thrower
2019-06-03 11:05:46 +12:00
Whoneedspacee
03f7432511 New RPGLoot Affixes + Component Additions (#44188)
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling

adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target

moves knockback handling to a general proc

adds ishelpers for guns and projectiles

* no more weird projectile handling it can just not apply the effect if the component somehow goes away

lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something

* fixes up comsig stuff

adds new components to the fantasy prefix and suffix

knockback now handles throwing anchored objects

lifesteal now properly heals the target with projectiel weapons

adds summoning component to handle mob summoning with item attacking and such

adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same

adds shrapnel component, fires projectiles around a fired projectile when it hits

adds igniter component to set attacked mobs on fire

* no more shrapnel on items that can't use it

summoning items now summon at least one mob maximum

adds specific weighted projectile types for shrapnel to prevent broken options being picked

removes the reverse var from knockback component and instead just handles negative thrown turf
2019-06-03 11:00:12 +12:00
kingofkosmos
1bf60bbe06 Adds missing </span>'s. 2019-06-02 21:29:14 +03:00
Ghom
e26d78b2b9 Patches frying oil splashing not accounting mobs' impermeability. (#44128)
About The Pull Request

Reagents' TOUCH reactions are very stupid game design wise and do not account impermeability by default unlike VAPOR, yet both are pretty much interchangeably used.
But not going to fix it today and debate how features and gameplay mechanics branched off this crooked fallacy should be adjusted. So forgive me for lines 134 and 135.

Nevertheless this should stop splashed frying oil from bypassing bio impermeability and thus every sort of protection. Plus message spam reduction.
Also slighty raised the damage cap of sizzling cooking oil to partially counter the mild bio protection gained from the average crewmember's attire.
Why It's Good For The Game

I have used the pneumatic cannon deepfrying meme before, it requires some time and welding spamclicking, but it's pretty much a victory against anyone if the shots hit.
Changelog

cl
fix: Fixes splashed cooking oil bypassing any sort of mob impermeability. Also cut off message/sound spam from being repeatedly splashed within a minimal delay.
balance: Upped the cooking oil damage cap from 35 to 38 to account the mild bio protection of the average crewmember's attire. Also made hot deep fryer swirlies account the user's head covering gear's impermeability.
refactor: Standarized monkeys/humans get_permeability_coefficient().
/cl
2019-06-01 08:53:04 +12:00
wesoda25
b81a18c29b [READY] Adds Purified Soulstones and Constructs (#44036)
About The Pull Request

Purification of a soulstone (hitting it with a bible as noncult) no longer destroys the stone, and releases a spirit. Instead, it purifies the stone, which is crew friendly and has a new sprite. Said stones can be placed into construct shells to create purified angelic constructs, which are easily distinguishable from cult/wizard constructs.
Why It's Good For The Game

Crew finding and using construct shells to create stealthy anti-cult constructs sucks. This PR would get rid of this shitty gameplay, and adds some new flavor to the whole cult/anti-cult dynamic.
Changelog

cl weeeeesoda
add: You can now purify soulstones! This can be done by any crew member using a bible on one.
add: Purified constructs can be created by using a purifed soulstone on a construct shell. Amongst their normal abilities, purified constructs can dispel cult runes by clicking on them.
del: Ability to place chaplains soulstone or mining soulstones in construct shells
imageadd: angelplasm, angelic sprites, purifed sprites
/cl
2019-06-01 08:41:37 +12:00
ninjanomnom
702a3edac3 HAS_BLOOD_DNA doesn't include the if check 2019-05-31 15:30:07 -04:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Akrilla
2d32be1904 Small storage refactor and examine change (#44109)
* Removes repeated line

* Description change for clothing items that can only store specific items

* Get all children of can_hold listed items.

* can_hold only needs the top most item, child items are dealt automatically

* cant_hold related change

* Text change

* Moves the item check to the line above, and removes the current.

* Same changes, but to belt/wallet code.

* Change to using signals instead

* Generic signal on datum/topic

* Cache typecache, and small signal change

* Small argument tweaks and remove unneeded lists

* Change to proc

* Change call can_holds/cant_holds to use new proc

* initial, and cleaned up display code

* Null check
2019-05-30 14:20:29 -04:00
4dplanner
44cd465de1 Mobs don't pass through thrower 2019-05-30 16:07:58 +01:00
4dplanner
55a1621432 Thrown objects phase through thrower 2019-05-30 15:20:09 +01:00
Akrilla
f66769a113 Show codewords on round end screen (#44168)
* Show codewords on round end screen

* More efficient searching of codewords in text

* Typed globals
2019-05-30 11:57:19 +02:00
oranges
a0569aac1f Merge pull request #44184 from kriskog/ghost
Makes ghost hud default on, ghost darkness default to NV level
2019-05-30 21:08:17 +12:00
Ghom
17b3091867 Merges tinfoil (hat) protection into the anti_magic component. Implements it on Hivemind gamemode and telepathy. (#43978)
About The Pull Request

Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game

Let us remember the "purpose" of tinfoil hats.
Changelog

cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl
2019-05-30 20:29:30 +12:00
ShizCalev
44d30297e8 Merge pull request #44178 from AnturK/transformruntime
Fixes transform runtimes.
2019-05-28 22:56:26 -04:00
skoglol
130d99dc29 Makes ghost hud default on, darkness default to NV levels. 2019-05-28 22:37:01 +02:00
AnturK
e2e47066e0 You're right didn't notice these were off 2019-05-28 19:07:08 +02:00
AnturK
d9c955b018 Fixes transform runtimes. 2019-05-28 14:59:22 +02:00
ShizCalev
8d5493f401 Merge pull request #44096 from ninjanomnom/tarantula-movedelay
Makes the tarantula move delay a movement speed modifier
2019-05-28 02:04:37 -04:00
ShizCalev
c19b36b729 Merge pull request #44112 from vuonojenmustaturska/mousemove
Removes /client/mousemove, changes beamrifles
2019-05-28 02:02:54 -04:00
AnturK
55dddab58d Fixes examine on mindless humans (#44111)
* Fixes examine on mindless humans

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

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2019-05-27 23:25:27 +12:00
Garen Crownguard
c69a359f20 ling fixes (#44055)
About The Pull Request

Fixes #37273
Fixes #37507
Changelog

cl Garen7
tweak: Lesser form lings can now toggle augmented vision
fix: You can no longer turn back into human form as a lesser form ling while ventcrawling
fix: Stuns and Reagents are now passed when transforming into a monkey or human
/cl

It didn't seem like augmented vision was meant to only be usable as a human so I made it usable as a monkey, if the original creator wanted it to be only usable as a human they would have assigned the var req_human of the augmented vision ability to TRUE since thats where this behavior is usually handled.
2019-05-27 22:36:08 +12:00
oranges
c33aec037f Merge pull request #44130 from Akrilla/traitor-codewords-highlight
Syndicate codewords are highlighted to traitors
2019-05-27 22:16:55 +12:00
Akrilla
d612ea120e New classes, <span>, and inline var
Fixup
2019-05-26 08:50:37 +01:00
tralezab
57a513c3bb [READY] Adds the Gravitokinetic stand type (#43846)
This adds the gravitokinetic stand. It's attacks are weaker but they apply heavy gravity.
They can also alt click the ground to apply heavy gravity to that tile, the gravity applied from floor punches is heavy enough to damage people over time.

Recalling drops all of the affected tiles, and they have a range as well.
2019-05-25 19:17:55 -04:00
Akrilla
05c4f51f53 Merges code into above proc 2019-05-25 09:20:44 +01:00
Akrilla
d87fdaaefa Highlight codewords
Phrases in blue, responses in red.
2019-05-24 22:34:46 +01:00
4dplanner
6cccabef30 Different defines (#44029) 2019-05-24 11:56:04 -04:00
subject217
4cbcfd6b28 Removes MIRROR_MAGIC changesource flag from zombies (#44105)
YEET!
2019-05-24 09:33:02 -04:00
Rob Bailey
8958287246 [s] Prevents a certain kind of antag-rolling abuse. (#44056)
About The Pull Request

Currently there's a very easy way of making it so that if you don't roll antag, you aren't playing the game and can just go observe and hope for ghostroles.
Have every job set to never, have return back to lobby if preference unavailable set, and antags enabled.
if you roll antag, you get a job or the antag, if you don't, back to lobby.
If you think this is a good idea and go do this, know it's against the rules and if you get caught you'll be banned.

What this PR does is validate that you have at least one job enabled before ever even adding you to the pool of potential players, if you have "return to lobby" set. If this happens, you'll get a notification and an admin will be notified if you also had antags on.
Either of the other "my pref was unavailable options" you can have all jobs set to never just like before and you'll get your random role.
Why It's Good For The Game

Prevents some abuse that can easily be closed on the game code end.
2019-05-24 13:57:37 +12:00
vuonojenmustaturska
2219250476 remove /client/mousemove 2019-05-23 22:28:01 +03:00
ninjanomnom
7b5f3a79db Makes the tarantula move delay a movement speed modifier 2019-05-22 14:18:50 -04:00
vuonojenmustaturska
cdad5e93a0 Removes some unnecessary wrapper procs (#44061)
* unwrap some things

* actually let's not #define this either
2019-05-22 14:41:11 +02:00
RaveRadbury
9ab2ad72ca Reworks "Religiously Comforted" mood_event (#43995)
* Initial poking around

* adds a message to let you know the examine proc'ed

* converts time to minutes

* removes old on_process() code

* Nests procs under if(!appears_dead)

* nests blocks under src != user
2019-05-21 18:53:13 -04:00
vuonojenmustaturska
e123400d00 Removes the mutation on_move hook (#44060)
Why It's Good For The Game

This

for(var/datum/mutation/human/HM in dna.mutations)
	HM.on_move(NewLoc)

pattern is just awful, especially when only one mutation out of all of them implements it.
Changelog

cl Naksu
code: removed /datum/mutation/human/proc/on_move in favor of having the chameleon mutation register for a signal
/cl
2019-05-22 10:49:28 +12:00
skoglol
5316926510 Fixes some missing adjancency checks. (#44020) 2019-05-21 11:43:35 +02:00
oranges
5006e17188 Merge pull request #44028 from vuonojenmustaturska/braindamaged-corpses
Stops corpses from receiving new information about their damaged brain
2019-05-20 16:00:22 +12:00
Jordan Brown
b6c41e3b32 Merge pull request #43991 from vuonojenmustaturska/vorecode
Removes vorecode
2019-05-19 12:24:56 -04:00
MrFluffster
abdb26cb10 Adds foodtype CLOTH, gives it to dummy item for clothing eating and makes moths like CLOTH (#43965) 2019-05-19 17:58:56 +02:00
oranges
6d60467933 Merge pull request #44011 from ExcessiveUseOfCobblestone/starsnstripes
[S] The Pen is Mighter Than The Server No Longer
2019-05-19 22:31:28 +12:00
RaveRadbury
ade1a97e7c [READY] pAI HUD Overhaul (#43741)
* Initial overhaul work and some fixes.

Running into a bug with getting healthanalyzer variables to pass.

Signed-off-by: RaveRadbury <risforradbury@gmail.com>

* Fixes some typos, shortens a message

* Update pai.dm

* Prevents pAI OS from coming up in other windows.

* Moved around some camera stuff, trying to fix lost pAI zoom

* Fixes pAI zoom, adds camera flash

* PAI buttons grey out if they need software first

* Better greying out of buttons in PAI

* Removes unimplemented HUD stuff

* Should make pAI Host Scan require being held (like DNA check)

* Includes host scan as a greyed out hud

* Improved button loop

* Fixes pda icon off-set

* Fixed inconsistent indentation

* Replaces outdated and innacurate checks for scans

Thanks to Cobblestone for the help

* Refactor pAI hud button grey out

* Changes browse to browser

* cleans up the code, gets rid of an error

* Removes indent from #undef

* Removes an unneeded text-align:right
2019-05-18 23:06:29 +02:00
4dplanner
cd07ddc6b3 Sets firer for glass golem (#44010) 2019-05-18 15:21:48 -04:00