Commit Graph

5978 Commits

Author SHA1 Message Date
necromanceranne
0d97087d38 Fixes up the crate climbing element being incorrectly removed when opened (#56518) 2021-02-01 21:08:20 +01:00
Son-of-Space
222e0138e2 Add the PubbyStation Monastery as a purchasable shuttle (#56234)
This commit will add a slightly modified version of Pubbystation's
Monastery to the list of available emergency shuttles, becoming the
most expensive shuttle to buy at 250 times the crate price (Defaults
around 50,000cr)

This shuttle will cause significant damage and fully showcase the
absurdity of the Monastery's size by providing an up close and
personal, interactive comparison. PubbyStation's monastery will be
forever preserved.
2021-02-01 17:16:35 +00:00
HugoOdaX
4e2ffd1338 Makes blast doors/shutters and blast door controllers buildable and deconstructible (#56486) 2021-01-31 12:53:00 -08:00
Timberpoes
e85cf07b96 Mirror logging for brainwashing and hypnosis in the player panel and attack logs. (#56515)
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.

Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
2021-01-31 20:21:38 +00:00
RaveRadbury
ade69e6425 We're </span>\n now, lads. (#56487) 2021-01-30 23:50:07 -08:00
Fikou
c55d881a00 makes movement reset tolerance less harsh on jousting component, adds keycheck to mob riding (#56497)
the current tolerance on jousting is 2 deciseconds not enough to do fun stuff with any of the mobs you can ride on station like cows or goliaths, this is now 3
mob riding never had a keycheck so u could ride goliaths without a lasso and stuff like that
2021-01-30 21:34:38 -03:00
RaveRadbury
2a910f2f99 Adds Extrovert and Introvert Quirks (#56490)
Adds Extrovert and Introvert quirks. Removes the free bar moodlet, gives it to extroverts, makes a corresponding library moodlet for introverts. Introvert and Extrovert are blacklisted and therefore mutually exclusive.

Seems a bit thin, could we do x?
Yeah sure, and I'd appreciate feedback on where you'd like to see these quirks go. I want to start basic with "where do they spend their free time?" Rather than trying to do something big like moodlets for speaking a lot/little, especially because that seems a bit unbalanced and we already have a quirk that penalizes speech. I'm also looking to avoid unrealistic stereotypes, speech penalties to introverts are kind of unreasonable, introverts aren't inherently bad at talking, they just like alone time.

Why make it free?
I'm taking away a pre-existing moodlet that was free for everyone, also positive quirks are capped at 6 and I see this quirk as being essential to character building so I would prefer not to make someone pick between giving any sort of depth to their character and their powergaming loadout.

Having players define their character as introverted or extroverted and reinforcing the decision through gameplay mechanics is a great way to get them thinking about their character beyond an avatar to make other spacemen horizontal with. I'd argue that it is as foundational as decisions like gender, species, and age.
This opens up the library as a social space, as the two people who take introvert might occasionally run into each other when they are recovering mood and sanity there.
2021-01-30 21:28:12 -03:00
Y0SH1M4S73R
75da4a0b70 Visual Indicator for Bad Touch Quirk (#56474)
Adds a visual indicator for when you trigger someone's Bad Touch quirk.

Players who have this quirk may not have the time to convey that they do
when hugged, as the hugger may be off-screen by the time the quirk holder
has finished typing a say or emote. This provides a clear indicator that
the quirk holder gets a negative moodlet from hugs.

Co-authored-by: Y0SH1M4S73R <Y0SH1M4S73R@github.com>
2021-01-29 14:54:17 +00:00
TemporalOroboros
11b3d16edb Adds logging to uplinks, spellbooks, and the codex ciatrix (#56450)
* Initial logging

* Bugfix and adds uplink logging to config file

* Another bugfix
2021-01-29 14:34:59 +08:00
RaveRadbury
2542a7a078 Adds gun-shyness (#56463) 2021-01-29 14:29:38 +08:00
Valtos
3d33e2ba58 leatherman (#56483)
Fixes stacks like wet leather not being dryable in a drying rack
2021-01-28 17:11:53 -08:00
itseasytosee
654dd4a20d Adds a surrender button for when you are being held at gunpoint (#56393)
add: Adds a surrender button that pops up when you are at gunpoint that can be pressed to do the *surrender emote
2021-01-28 09:09:59 -05:00
RaveRadbury
b040ac92b8 Adds trait-dependent room moodlet check (#56462)
Moods caused by areas can now be gated by requiring a specific trait
to trigger it.

Added a positive moodlet for the Chapel, but only for people with
the TRAIT_SPIRITUAL trait.
2021-01-28 11:07:17 +00:00
AnturK
8c69586774 Adds aquariums and aquarium fish. (#56343)
Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-01-27 12:44:36 -08:00
Qustinnus
c51b77f1de Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728) 2021-01-27 12:27:47 -08:00
NightRed
5e4421847c Monkeys drop forced two handed items (#56329)
Monkeys cannot wield twohanded items.
But are not forced to drop items that must be wielded two handed.
This forces monkeys to drop items if they need to be two handed.
(Also makes monkey ais not try and pick up 2 handed weapons)
2021-01-27 01:23:03 -08:00
tralezab
cd6bff7d70 removes bad returns (#56431)
Removes some bad returns. Just a code improvement
2021-01-27 01:08:40 -08:00
coiax
85cdd7b459 Renames quirks containing folder to quirks/ (#56428)
Despite what the folder name may suggest, `code/datums/traits` does not
actually deal with traits, but instead roundstart quirks. This rename
makes this explicitly more obvious, and easier to understand, rather
than remaining as a historical artifact.
2021-01-26 16:25:46 -08:00
TemporalOroboros
1f1b58bb26 Adds Neon Carpet (#55782)
* Adds emissive carpet, adds plane support to decal element

- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals

* Adds simple neon carpet variations

* Adds neon carpet reagents and recipes

* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects

- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.

* Makes neon carpet tile stacks emissive

* Rearranges and docs some emissive plane masters

- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane

* Fixes null mats_per_unit stack recombining after splitting

- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!

* Adds neon carpets to cargo

- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits

* Fixes neon carpet highlights leaking through vending machines and such

- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.

* Fixes id_arg_index for the emissive blocker element

* Commits @Rohsie's suggestions
2021-01-25 01:55:04 -08:00
Mothblocks
baa149800e Lower Friendly cost from 4 to 2 (#56342)
Floyd agrees that a quirk that exists to aide exclusively other people should not cost as much as something that aids exclusively you. This fits in terms of power for the existing 2 point quirks: Clown/Mime Fan and Musician.
2021-01-25 00:25:21 -08:00
Qustinnus
a6a334285a refactors climbing into an element (#55978)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-24 13:56:16 -08:00
RaveRadbury
833279df9d Adds Quirk-Related "Special Pool" to obsessed for Chaplain, Clown, and Mime targets. (#56357) 2021-01-23 18:58:30 -08:00
coiax
5ea2c1dfb4 Reworks skittish quirk to be automatic (#56048)
* Reworks skittish quirk to be automatic

🆑 coiax
tweak: The Skittish quirk will now cause you to automatically dive into
a locker/crate if you move into it while it is closed. Walk to avoid
this behaviour.
/🆑

This makes the quirk more useful, while also making it more thematic,
since the "diving into" behaviour can't be disabled, only supressed by
walking.

The cost is unchanged, as the quirk in its current form is overcosted at
2 points.

The emergent effect of skittish people diving into closets when caught
into explosions is definitely a feature, and not a bug.

* Reworks skittish into a element

Skittish is now an element attached to mobs, when the TRAIT_SKITTISH is
added, rather than code that runs on every single Bump of a closet.

Some crates that don't function like normal crates, like the "loot
mastermind" crate, or the wooden crate than can only be deconstructed,
are not divable into.
2021-01-23 02:28:38 -08:00
Tlaltecuhtli
df08104650 mining keys to open tendrills crates buyable with miner points (#56267) 2021-01-22 13:22:54 -08:00
dragomagol
f837ce4397 Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.

Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
2021-01-22 21:38:35 +02:00
Ryll Ryll
d982b4b619 Adds Noogies (Perfect for bullying Moths) (#56286)
* i HATE mothblocks
2021-01-22 02:01:59 -08:00
Ryll Ryll
c6b25607a9 Adds gunboots (#56138) 2021-01-21 18:44:54 -08:00
Qustinnus
c14b26fce4 Re-balances quirk values to be less impossible to nuance (#56037)
negative quirks were impossible to create because there was zero nuance between how bad traits were, for example if you got light drinker and family heirloom, two relatively easy quirks to manage, you can get freerunner. This meant a ton of neutral quirks had to be neutral quirks because giving them even -1 points would make it too easy to get good traits. I've bumped up most quirks by x4 to allow for more nuance between what quirks are actually worth. With some of them being lowered (Like family heirloom and light drinker) as theyre not really supposed to be worth so much for so little.

quick log of changes for CB:
- Every quirk not mentioned had it's point value increased x4 (e.g. 1 -> 4, 4 -> 16)
- mime / clown fan is 2 points (change of -50% with this pr)
- musician is 2 points (change of -50% with this pr)
- depression goes from -1 to -3 points (change of -25% with this pr)
- nyctophobiagoes from -1 to -3 points (change of -25% with this pr)
- junkie from -2 to -6 points (change of 25% with this pr)
- frail from -2 to -6 points (change of 25% with this pr)
- smoker from -2 to -6 points (change of 25% with this pr)
- unstable -2 to -10 points (change of 25% with this pr)
2021-01-21 11:48:54 -05:00
Koshenko
51819e5a52 Refactor card scaling into an element for general item scaling (#56102)
The current TCG code had some code for scaling its cards down when they're on the ground and then scaling them back in hand/inventory. This element aims to preserve this functionality and to allow it work for other items.

While the TCG makes the cards smaller on the ground, this element allows for items to be scaled up OR down when on the floor or in inventory.

While this particular element has to do with scaling, I am looking at ways to expand this sort of icon change functionality to icon_state as well, but there are additional issues with blood decals needing to be redrawn and possibly vis_contents.
2021-01-21 09:49:33 -03:00
Fikou
dc009f4c20 Reinforcing the mining hardsuit now upgrades its sprites (#56288) 2021-01-20 22:11:24 -08:00
Jack LeCroy
928b5b8b32 Monkey Martial Arts (#55583)
Moves martial arts to mob/living and lets monkeys use them.

Monkeys have got arms so they should be able to do cool martial arts.
2021-01-20 21:30:21 +02:00
Mothblocks
20ac5f8d23 Fix singularities destroying themselves when getting hit with projectiles (#56242)
Fixes #56222
2021-01-19 21:04:54 -05:00
spookydonut
9ca7184a00 Add better weakref support to qdel (#56206)
* Add better weakref support to qdel

* change request
2021-01-17 12:19:24 -08:00
TemporalOroboros
29008ec019 Linter, shut thee up. (#56193)
About The Pull Request

    Renames a directory such that it does not have a .dm prefix as that is linted against and made it onto master.

Why It's Good For The Game

    The linter can stop yelling at everyone over a filepath.
2021-01-17 12:08:58 +13:00
AnturK
373249fd6c Adds custom icon mapping helper. (#56183)
Allows embedding icon edits in your maps by fetching them from external host.
This is intended for use with live-loaded away/event maps not standard ones.

Also updates rustg defines to expose the additional options arguments. (https://github.com/tgstation/rust-g/pull/59)
2021-01-16 14:18:32 -05:00
Time-Green
7646d3916a Adds database tracking to maintenance pills (#56179)
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:

- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it

I've also polished the sprite a little bit, because it always looked a bit _too_ shady
![image](https://user-images.githubusercontent.com/7501474/104741899-19624880-574a-11eb-8211-65d89d8d36c4.png)
(Below is old sprite, above is new sprite)
2021-01-16 14:09:30 -05:00
LemonInTheDark
8823354ac1 Increases the clarity of firealarms (#56188)
## About The Pull Request

Makes firelocks closed by atmos issues open when those issues are resolved
Adds a finished proc to atmos_sensitive
Adds a new overlay for fire alarms that are currently triggered due to atmos issues
Makes the detecting var work properly instead of shutting off behavior until the next activity (This avenue needs more work put into it, but that's out of scope for this pr)

## Why It's Good For The Game

I've been getting "complaints" from players about firelocks and cold, and while I think part of it is stuff that will smooth out over time, they do have a point. So let's make fixing firelocks less of a shot in the dark, and more of a minigame.
2021-01-16 13:52:30 -05:00
TemporalOroboros
976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
Kyle Spier-Swenson
eba6cc5306 Stack overflow detection for the Master Controller. (#56008)
* Stack overflow detection for the Master Controller.

Using a weakref, we can detect if the mc's stack was ended by byond due to a stack overflow, and restart it without waiting the entire defcon countdown in the failsafe controller.

I built a system around this concept under /datum/stack_end_detector and deployed it to the MC's main loop with checks in the failsafe controller.
2021-01-15 17:43:12 -08:00
necromanceranne
38656dc0e4 Infinite Gun Culling: Gun Kit Edition (#56133)
Every prototype firearm in the game now utilizes crafting to construct it, usually sacrificing a standard version of that firearm in order to produce the new one. The guns are made using gun part kits you print from the security protolathe (or buy, in the case of hellfire lasers).
2021-01-15 23:24:00 +00:00
Seris02
02a0df1ee7 Makes the manifest always have a certain department order (#55917)
Makes the manifest always have a certain order to the departments in it.
2021-01-15 19:47:21 -03:00
Ryll Ryll
787bbeddbb Improves Bleeding Feedback + Misc Wound/Organ Decay Tweaks (+ Removes Teeth) (#56056) 2021-01-14 23:53:34 -08:00
Tlaltecuhtli
d5b823dc9e fixes grenades with prox sensors (landmines) not working (#56150) 2021-01-14 23:38:49 -03:00
Mothblocks
a4c61a37ad [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#55956)
Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.

Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.
2021-01-12 01:52:40 +00:00
coiax
3c3e8ecf72 Regular CTF no longer has wounding (#56093)
🆑 coiax
tweak: Regular Capture-The-Flag players can no longer be wounded.
Simulated participants in the Medieval Shuttle can still be violently
murdered with wounds however.
/🆑

CTF is very fast paced, and if you've taken damage without your shield,
you are nearly dead most of the time. However, if you do survive, you're
supposed to slowly heal, but wounds are untreatable on the battlefield.

People still being able to be bloodily stabbed in the Medieval Shuttle
is definitely a feature.

- Aliens (xenomorphs) are still immune to wounds, but that immunity is
  now done with a trait, rather than a typecheck.
2021-01-11 14:47:38 -08:00
coiax
e986d3245c Refactor caltrop component into element (#56020)
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".

This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.

A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
2021-01-11 18:50:51 -03:00
coiax
89eea73703 Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)

Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.

Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.

Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
2021-01-11 16:34:40 -03:00
Ghom
39a364b233 Removes the ANIMATION_PARALLEL flag from floating and fixes another issue with the refactor. (#55930)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-01-10 15:03:23 -08:00
Krysonism
b401d02eb0 Fixes 2 really annoying cytology virus bugs. (#56062)
This PR fixes the generate_sample proc so it properly uses virus_chance to determine when to generate a virus. Now most samples will be virus free as intended.

It also fixes the bug where virus penalty and spaceacillin consumption would be multiplied by the number of cell lines, rather than the number of viruses, as intended.
2021-01-10 20:30:04 +00:00
Azarak
ecde1f52b2 [READY] Nukes archeology component and icon_plating and environment_type in favor of base_icon_state. Dig behaviour code improvement (#55819)
* aa

* Removes archeology component. Nukes icon_plating and environment_type in favor of base_icon_state

* Actually maybe lets not use a proc for updating asteroid icon state when its dugged up

* Update plating.dm
2021-01-10 21:17:35 +01:00