Commit Graph

9056 Commits

Author SHA1 Message Date
ShizCalev
4a65cbb4d6 Merge pull request #54721 from Krysonism/11herbs
Ports fried chicken from the 2020 toolbox tournament.
2020-11-02 13:00:04 -05:00
Fikou
8a4ea0bffa adds kitchen tools to omnitool (#54718) 2020-11-01 19:31:57 -08:00
DeAndre
41bce91baf fried chicken 2020-10-31 19:24:17 +01:00
cacogen
0564a63bdf Removes capitalisation from stasis bed name (#54680)
About The Pull Request

Makes the name of the lifeform stasis unit lowercase like all other improper nouns.
Why It's Good For The Game

Consistency, I guess
2020-10-31 17:14:40 +01:00
Krysonism
9ff7944101 [READY] decorations loot crate! +3 new fancy carpets! (#54612)
* base

* fixes

* crate

* Update code/game/turfs/open/floor/fancy_floor.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* adds the crate to the pool.

* the crate is pretty rare, why not let it drop four items?

* Update lootdrop.dm

Newline phone edit

* ungoofed

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-30 22:12:34 +01:00
Timberpoes
2cf6e03dd6 Fixes two incorrectly named COMSIG defines (#54660) 2020-10-29 00:23:52 -03:00
necromanceranne
6ae9d3856b Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
2020-10-29 00:22:18 -03:00
tralezab
ade8c6b3e2 Removes capitalism and communism golems [the sun sets on freedom] [fall of the iron curtain] (#54637)
About The Pull Request

Removes commie and cappy golems, and all connected parts and features.
Why It's Good For The Game

You're downloading 5 mb of capitalist and communist songs and talk sounds every time you log into a server, which makes it take much longer to actually join the game. While this was a good meme and became even better when cappy golems would fight the communist ones, they are:

    Really really underused for what they are
    Really really boring and simple without all the special sounds
    Really really not worth keeping gutted

Changelog

🆑
del: Capitalism (golem) and Communism (golem) are dead.
/🆑
2020-10-28 21:28:08 +13:00
Ghom
2255256060 rad_insulation component is now an element. (#54625) 2020-10-27 18:59:31 -03:00
Ghom
247488d2fe Converting the EMP protection component into an element. (#54617) 2020-10-27 21:48:22 +08:00
TheChosenEvilOne
913b12f73e Adds layer switching with mouse wheel to the RPD. (#54458)
Adds a signal that gets sent to items in currently active hand on mouse scroll
and makes RPD listen to this and change the piping layer accordingly.
2020-10-27 03:17:50 -03:00
Azarak
0b880161d8 Directional lighting component + light system (#54520)
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
2020-10-25 23:49:57 -04:00
zxaber
c22a9d2193 Fixes AI upgrades not being applied correctly (#54589)
Fixes AI upgrades not applying:
due to the item's afterattack() proc never being called
due to the attack chain ending early
due to the AI's attackby() proc returning true
Anyway, easiest way to fix it was to change the item to use pre_attack() instead.
2020-10-25 22:07:08 -03:00
TheObserver-sys
a5e6db8f99 Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.

Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.

Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
2020-10-25 00:29:00 -03:00
Fikou
7eb6d5f4be alien alloy now makes abductor walls (#54479) 2020-10-24 14:38:13 -07:00
ArcaneMusic
7eba7c4930 Arconomy: Civilian Bounty Redux and full replacement of cargo bounties. (#54029)
Alright, this is a functional rework for civilian bounties, which should serve a few purposes:

Cargo has a reason to actually keep working and stay within cargo.
Makes cargo bounties far more integrated into the round as opposed to being a static list of soft goals, being personalized to those who would actually do a bounty for the station.
Still make civilian bounties the prime, sirloin steak method for regular crew to make money.
So here's the 4-11:
Static cargo bounties have been removed, in favor of the new system of civilian bounties. That means that both the bounties app and the bounty console have been removed.

Civilian bounties have been buffed. They are no longer affected by inflation, but when your bounty is completed, you will recieve a "bounty cube". To receive the cash you would have received for the bounty (10% of the civilian bounty), that bounty cube must be shipped off the cargo shuttle, and using the magic of the price tag component, you make your cut, and cargo makes their 90%, ensuring that you'll actually see your money (for once!).

Civilian bounties are now independent of department budgets, in preparation for departmental purchases, so now you can more freely benefit from doing civilian bounties to buy things! (See #53881)

Non-mining cargo department crew now have fully randomized bounties, to give them stationwide goals for bounty hunting.

As an added benefit, the icon for bounty cubes basically screams value, so hopefully crewmembers will see it and instantly think to sell it.
2020-10-22 20:03:04 +03:00
Azarak
2bd5066e6f Makes flashlights do a clicky noise when they're turned on or off (#54521) 2020-10-22 08:37:58 -03:00
alphanerdd
c55c54b7a7 Add Lasagna to the game (#54438)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-10-21 13:05:12 -07:00
Azarak
2ce10681de Adds sounds for the PDA (#54499)
This makes the PDA play all sorts of nice sounds, aswell as sounds for ejecting or inserting the ID/pen/cartridge.
The noises for pressing buttons will need for your ringer to be ON, the other noises get played either way.
2020-10-21 12:38:05 -03:00
Rohesie
c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
Qustinnus
74755a5a3a Audio falloff re-work, and increased audio range. (#54362)
imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight.

This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily

This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound".

Co-authored-by: ff <ff>
2020-10-20 17:14:16 -07:00
EdgeLordExe
53cbbc221e Anonymizes chapel intercom, so chaplain doesn't know who's talking. (#54476)
Adds support for radio's that anonimize the user, and adds one to every chapel.
It adds a new layer of immersion, and the option to anonizmie the speaker adds new options for mappers.
2020-10-20 14:09:53 -03:00
Fikou
494bd4d17b Replaces instances of NanoTrasen with Nanotrasen (#54473)
spellcheck: replaces instances of NanoTrasen with Nanotrasen
2020-10-20 16:32:26 +01:00
Rohesie
62e4cca160 Refactors tile reskinning (#54233)
* Refactors tile reskinning

* revert maxhealth changes

* what's with the extra spaces

* Include floors in the name changes

* tile fix and delete and create instead of change

* damn you github auto-resolve

* more atomization
2020-10-20 15:55:44 +02:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
Fikou
500608ac6d removes hexane (#54437)
removes hexane gas from video game

(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)

it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both
2020-10-19 11:41:25 -07:00
Ghom
8eb866fee3 SSeconomy/var/bank_accounts is now an association list of account identifiers and datums for O(1) performance (#54430)
Title. Also added some precautions to bank_account/new() and the crab17 gear.
The fact the majority of functions pertinent to the bank_accounts list was O(n) disquieted me.
2020-10-18 20:47:06 -03:00
nicbn
a653bc6350 Refactors occupant to use setter (#54373)
This is to make it easier to attach a signal to the setting of the occupant.
2020-10-18 12:46:14 -03:00
Emmanuel S
18bd7474b5 Adds the New-and-Improved Training Machine, Training Toolbox! (#54133)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-16 15:56:51 -07:00
nicbn
a1c59cc9bc Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
2020-10-15 19:46:36 -03:00
ShizCalev
b720bcd63d adds more cursed animal masks (#53539)
Animal masks refactor
2020-10-15 22:16:00 +02:00
ShizCalev
2d8377abb4 Merge pull request #54347 from uomo91/trashbagsprite
The trashbag of holding now has its own inhand sprite.
2020-10-14 00:36:27 -04:00
Couls
76dbae18e5 removes unused define left over from devil (#54356) 2020-10-13 19:40:37 -03:00
Qustinnus
c1af1592c3 Fixes slices on pizza and resizes some foods (#54353)
fix: you can no longer cut pizza into bugged slices
fix: some small foods are actually small again
2020-10-13 20:45:04 +01:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Jared-Fogle
f951aa0c6d tgui: Communications Console (#54220)
* Start of work

* More work

* Finish visuals for main page for AIs, start work on behavior

* More functionality--authenticating and calling shuttle

* Set security level

* Message list

* Purchasing shuttles

* Emagging, messaing associates, nuke codes, permission fixes

* Sending message to allied sectors (done?)

* CentComm -> CentCom

* Resolve part of feedback

* Remove now unused pageComponent variable

* Change children to not use array

* Split lines

* Flex box allied stations

* Don't use ternary

* Fix lints

* Rebuild tgui

* Change icon to biohazard

* Clean up color property

* Rebuild tgui
2020-10-13 09:55:42 +03:00
Rohesie
39507171d7 Converts some unique and typelists into stringlists (#54237) 2020-10-12 21:47:04 -07:00
necromanceranne
e96fafb07e Finishes the job on null rod sprites hopefully once and for all (#54235) 2020-10-12 13:41:14 -07:00
Qustinnus
3068082e35 sodium chloride is now called salt (#54328) 2020-10-12 15:19:09 -03:00
Timberpoes
4786fa7a18 Null rods no longer vanish when selecting a new holy weapon skin. (#54321)
Put null rod in active hand > Bring up radial menu to select new skin > Swap active hands to hand that is full > Select new skin > Nullrod spawns in nullspace, can't be put in active hand, stays in nullspace, old rod deleted > Chaplain has no null rod.

Now we (redundantly) spawn the new null rod at the holder's drop_location instead of nullspace.

We use put_in_hands which will attempt to put it in the active hand, followed by any free hand, followed by the drop_location if all else failed (told you the above was redundant, probably good practice to do though)
2020-10-12 15:13:30 -03:00
Ghilker
c4c36e9add holosign little refractor (#54287) 2020-10-12 13:58:56 -03:00
uomo91
6dad168c3d Trashbag of holding inhand sprite. 2020-10-12 02:01:29 -05:00
Winter Flare
958b3f6366 Serving Tray Fix (#54267) 2020-10-10 13:49:13 -07:00
Rohesie
af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
girl
2e08a1f508 BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo (#54065)
Bodybags now inherit the weight of their heaviest item. If it doesn't have a weight (people), we assume bulky since things like people can be firecarried or whatever.

It now takes less time to get out of a bag (20 > 12 secs), and the progress bar is unbreakable unless you get incapacitated. This means people interested in using it to kidnap can still do so but it requires considerably more effort that isnt based on a latency difference and a quick disarm. The timer still runs down if you open the bag and try to put them back in but good attempt😏.

This also fixes an issue with the BSB where it was picking up or otherwise doublecalling checks from inheritance.
2020-10-09 17:30:16 -03:00
TemporalOroboros
cab4313b29 Adds Alloy Materials (#53623)
Adds and implements alloy materials

Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.

Materials added:
    Plasteel
    Plastitanium
    Plasmaglass
    Titaniumglass
    Plastitanium Glass
    Alien Alloy

Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.

Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.

(Lemons note: Adds a regeneration component, used for alien alloy)
2020-10-09 12:23:40 -07:00
nemvar
f8c6253c31 Merge pull request #54251 from Rohesie/define
Turns maxhealth into a define
2020-10-09 16:38:21 +02:00
spookydonut
2a0eac8772 Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly 
fixed that with SpaceManiac/SpacemanDMM#214

Some of these are wacky but overall this pr is harmless

signals shouldnt sleep even in weird 1 in a million situations or due 
to other people adding bad code

overrides of changeling can_sting() use alert() and input() and that's 
just too fucked for me to fix in this pr
2020-10-08 17:06:19 -07:00
L
f040e74c2a Turns maxhealth into a define 2020-10-08 11:54:51 -03:00
Krysonism
73818aed45 Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
2020-10-08 11:53:13 +02:00