Commit Graph

12350 Commits

Author SHA1 Message Date
TemporalOroboros
111676c9b7 Acid Component (#53273)
Makes acid levels a component.
    Merges the acid effect object into the component.
    Reworks acids decay rates slightly.
    Rebalances xenos acid spit so that they can still melt through walls.

Misc. associated changes:

    Adds defines for a lot of the acid associated constants.
    Documents clean types and adds CLEAN_TYPE_ACID
    Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
    Adds a looping sound for acid.
    Makes /atom/proc/acid_act return a boolean.
    Fixes waterclosets creating a new reagent holder datum every time they are used.
    Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
    Adds and implements a couple reagent signals.
    Renames a few vars so Rohesie can stop telling me to rename more vars.
2020-09-05 16:18:55 -03:00
Wayland-Smithy
666d1e75c5 Rename orbiters.orbiters list to something sane (#53416) 2020-09-05 11:58:42 -03:00
ArcaneMusic
8c81468dff Allows for hostile mobs to perform charge attacks, and adds a giant tackling lobster. (#52692)
Example video: https://youtu.be/EAVuPtJ_kFM

This adds a new mob, the lobstrosity. It's a upper-caves level icemoon mob, created as a genetic combination of a lobster, a crab, and a shrimp, let loose on the horrific Alaskan hellscape that is the icemoon. It's best feature, however, is that it makes use of a new feature of simplemobs, charging. Any hostile simplemob can be configured and customized in a uniform way in order to become a charger, giving it a basic leap attack, that will disable the user if they find themselves crashing into an unpassable turf, but otherwise lands a knockdown on the attacking target. Compensate of this, charging mobs will also gain a very noticable tell, where they shake a moment before they actually perform the charge to better signify that they're rearing up for a melee charge.
I'm not exactly sold on using Shake() for the visual tell, but I'm not quite sold on a visual to showcase that it's happening, so I'm looking for feedback on that specifically.
Additionally, there is a bit of weird movement that I've yet to really get ironed out first but for the most part it's completely functional.

After some feedback, there's now a reddish, lavaland-colored lobster, as well as an arctic themed, Alaskan lobster

So on a massive tangential leap of logic, one thing ActionNinja brought up in a recent discord rant was that there are so many mechanical parts of SS13 combat that completely lack a tell whatsoever, or the tell is so quick you can blink and you'll miss it in a heartbeat. So I turned to the greatest enemy attack feedback mechanic that any game has ever seen: the Legend of Zelda Bull.

...also I've been looking for a tasteful way to get this sprite in-game for awhile now but wanted to really iron out a unique mechanic to go alongside it that would make it feel a little less bullshit to fight against.

ArcaneMusic + Kryson on Sprites
2020-09-04 20:29:13 -07:00
TiviPlus
550e763433 Reenables SHOULD_NOT_SLEEP on initialize (#53378) 2020-09-04 20:44:08 -03:00
ShizCalev
5d0c77222a Fixes light eaters not consuming gunlights / helmet lights (#53182) 2020-09-04 14:24:14 -03:00
NightRed
4e2dda164f Makes the stomach important part of eating (#53228)
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.

Changes to surgeries:

    Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
    Blood filter is a new tool and cleans the reagents out of the body.

This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
2020-09-03 17:02:23 -03:00
Ryll Ryll
0997ee85b0 Fix emotes not working (#53389)
I was stupid about a last minute change in #53320 trying to save one 
check and didn't notice that there was no switch condition for 
conscious. To my credit though, that PR DID fix critted emoting and 
deathgasps...
2020-09-02 17:41:46 -07:00
Ryll Ryll
cc638f5063 Skeletons can treat their bone wounds again, improves door crush dislocation fix (#53307) 2020-09-02 19:51:42 -03:00
NightRed
52a0183e80 Cleans up extinguish_mob and prevents perpetual fire (#53252) 2020-09-02 19:48:50 -03:00
Ryll Ryll
982176d94a Worn wigs no longer show up on examine (#53292) 2020-09-01 22:34:35 -07:00
Jared-Fogle
fc2cea5955 Fixes quick swapping suits creating illegal suit storage (#53272) 2020-09-01 05:03:25 -03:00
MrMelbert
d86f8eb907 Minor bugfixing/QoL for blind examining (#53313)
Allows blind people to examine things they're directly holding in their hands, so they don't need to swap hands back and forth between empty hands to check their ID or whatever

Slightly lowered the recent examine delay to make it easier to trigger examine_more

attack_hands that waited for input or slept (such as apiaries or airlocks) delayed the examination until after the attack_hand input or sleep was finished, so it is now called async to prevent the weird pause.

Blind people could previously examine things with disabled/detached limbs, that's fixed as well, and replaced a range check with adjacent, cause shoving your arm through windoors is bad.
2020-09-01 04:26:03 -03:00
Ryll Ryll
6438dcaa7b Dying people (and stunned borgies) can gasp and deathgasp again (#53320) 2020-09-01 04:12:54 -03:00
Tad Hardesty
5c7553b75f Give some code readmes better filenames (#53325) 2020-09-01 04:12:02 -03:00
Wayland-Smithy
11781a3f0c Fixes xenomorph larva getting stuck by evolving while ventcrawling #53265 2020-09-01 04:05:23 -03:00
oranges
1459cecb37 Add a new achievement (#53282)
This achievement can be gained by slapping bubblegum with a tongue.

For science!

Sprite by Arcane
2020-09-01 03:21:30 -03:00
Ryll Ryll
88d73b9945 Brings back Pun Pun, soul (#53331) 2020-08-31 00:26:43 -07:00
tralezab
6e9aa2f7df Adds swab for netherworld critters (#53201)
Adds netherworld critters as a swab. They take primarily maintenance, lavaland, and bartending reagents, they're supplemented by all geyser chems and minorly chemistry, and they are suppressed by any kind of generic growing meat (liquid gibs, nutriment, protein and peptides)

The abberant cells randomly pick a netherworld mob every time they are created. the big jackpot here is migo for the reasonable health and high damage, and the whiff are blank bodies for having good health but awful damage.
Why It's Good For The Game

Players love migos and other netherworld critters are aight. They're fairly strong, and so have a medium amount of reagents. Tried to get funky with it since they're supposed to be odd creatures.

(New swab for netherworld critters! Make sure you put them into a different vat system than your other ones, as they do not react well with normal reagents!)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-30 23:05:22 -07:00
Donkie
4867a04c98 Converted check_obscured_slots() output to bitfield instead of list (#53241) 2020-08-30 03:33:01 -07:00
Timberpoes
db4dd9f276 Removes Standard cyborg module. (#53276) 2020-08-30 03:30:04 -07:00
Tad Hardesty
89b4e01680 Fix various issues with browser statpanel (#53263)
* Keep tab buttons in view when scrolled down
* Unfocus tab buttons after click so scrollbar keeps working
* Fix some subsystem stat entries
* Improve key passthrough
* Fix runtimes from nulls in AI connected_robot list
* Add missing info in MC tab for global/config/etc.
* Fix #53298 by including turf in alt-click menu
2020-08-29 23:51:42 -03:00
TiviPlus
ce3d7e2f0d Mecha refactor 2020 (#52902)
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
2020-08-29 23:33:47 -03:00
YPOQ
4174ceb113 Fixes silicon/parrot radio (#53296)
Silicons and parrots can speak into their radios again.
This was broken in #53221 because the . != 0 was incorrectly translated to !.
2020-08-28 22:04:02 -07:00
LemonInTheDark
752305d664 Fix ghost role spawners keeping the expanded view range (#53198)
Fixes minor dumb shit with view_size not resetting.
2020-08-29 06:20:59 +03:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
Rob Bailey
533201a9f1 Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
2020-08-27 18:34:11 -07:00
Couls
e7f99e3b8b Browser Status Panel (#53112) 2020-08-27 15:28:03 -07:00
NightRed
000aabd84e Remove rats from total count on death (#53209)
* remove rats on death

* revival add back to the list
2020-08-27 02:25:25 -07:00
Jared-Fogle
2a43f2a5e9 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
2020-08-27 09:24:32 +02:00
Ryll Ryll
52b5eecced Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
2020-08-26 23:19:49 -07:00
Ryll Ryll
b64f2c0f2c Fixes quickswap letting you keep clothing traits (#52790)
Unequipping clothing via quickswap now properly calls dropped(), so you lose any traits you get for wearing them. This fixes being able to use the quickswap hotkey to keep traits and other properties like krav maga, sec/med/diagnostic hud's, and whatever else without actually wearing the clothing.

Fixes: #52788
Fixes: #50798

Why It's Good For The Game

Honestly for my money, a quickswap hotkey is lame and overly gamey, which is funny because the kind of player who would be into that is exactly the kind of player I'd suspect of quietly abusing a bug like this bug for the last several months, but I digress.
Changelog

cl Ryll/Shaps
fix: Quickswapping clothing now properly unequips the swapped-out clothing, removing any traits they granted while worn
/cl
2020-08-27 15:43:40 +12:00
Qustinnus
a2a37c1a3b Vatgrowing content: Swab the clowns clothes for cursed clown cell lines (#53186) 2020-08-26 16:14:39 -07:00
Donkie
9c3846885f Bloody feet update (#53109)
Componentized the bloody feet feature.

* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.

How can this game make you spend 20 hours on fucking spaceman footprints

Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.

cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl
2020-08-27 09:57:20 +12:00
MrMelbert
155ea87162 Bees will escape from bags when opened by someone (#52918)
Allows bees to escape storage when opened.
2020-08-26 15:33:57 +02:00
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
Qustinnus
4925565a2b Adds an action speed modifier system (#53023) 2020-08-25 09:49:41 -07:00
Rohesie
988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
81Denton
3858b72bdb Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
2020-08-24 22:46:08 +02:00
ishitbyabullet
c512024e2f Adds Bull Terriers (#53148) 2020-08-24 13:57:17 -03:00
Rohesie
3a1020e47d Crit status refactor (#53117) 2020-08-24 07:41:00 -07:00
ATH1909
98340cc368 Buffs the Technophile Sect (#53126)
* mr roboto

* favor cost increased to 1,000 points
2020-08-24 09:46:50 -04:00
TiviPlus
911efa3cb2 Makes bloodcrawl not use a dumb var (#52714) 2020-08-24 09:30:58 -03:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Rohesie
bdc230e6a9 You can now shove pets and some pushover bots away (#53125)
* shove

* floyd suggestion

* lemon review
2020-08-24 02:13:33 -07:00
floyd
da2a5871da fix 2020-08-24 00:17:11 +02:00
Jared-Fogle
5da135f377 Polling ghost candidates now uses real names (#53122) 2020-08-23 05:12:50 -03:00
floyd
fc2872329b finale 2020-08-23 02:20:06 +02:00
floyd
d24b294e92 fixes 2020-08-23 01:30:08 +02:00
floyd
4160ff60d9 donerino roheserino 2020-08-23 00:59:08 +02:00
floyd
d8c2e683a0 Merge branch 'master' into fatgrowing 2020-08-22 23:01:19 +02:00