Commit Graph

7616 Commits

Author SHA1 Message Date
William Wallace
a944c2a362 Ghosts can analyze gas mixes and some new objects can be analyzed (#43502)
* Ghosts can analyze gas mixes and some new objects can be analyzed

* Replace show_air_status_to with atmosanalyzer_scan
2019-04-16 21:46:36 +12:00
RaveRadbury
cc0c7ea306 Expands service channel access to HoP-reporting jobs. (#43601)
* Gave service headsets to jobs that report to HoP (not assistants, obviously). Created a headset and encryptionkey for lawyers that is sec service (similar to genetics)

* Typo

* Less copypasta more sensemaking
2019-04-16 21:36:32 +12:00
Tad Hardesty
6f4f462933 Add a missing period when splitting stacks (#43604) 2019-04-15 14:40:30 -04:00
RaveRadbury
3d0d8afd48 pAI cards update on availability while in inventory (#43587)
pAI cards will now provide updates about available personalities even
when in a player's inventory. Improves the pAI matchmaking system, making
personalities more likely to be noticed and downloaded.
2019-04-14 21:49:25 -07:00
RaveRadbury
369933d541 pAIs eject into hands (#43592)
Currently pAIs cannot be configured for DNA and secondary directives
while inside a PDA. If I need to eject my pAI from my PDA, why would I
want to drop it on the floor, especially when it hasn't been configured?

An activated pAI is too valuable to drop from your PDA directly to the
ground.
2019-04-14 21:41:48 -07:00
RaveRadbury
89f4e05079 Allow bike horn and baguette to equip to belt and back (#43471)
A lot of equipment can be placed on the back and belt slot. Much of this
equipment is job specific. Sadly, the Clown and Mime have been left out
of the fun.

Why should all the other jobs have the fun of belt and back slots?
Sometimes you want to mosey around the station like a honkin' cowboy,
your bikehorn clipped securely to your belt. Now you can. Your trusty
honkshooter is ready to go. DRAW!

Or maybe you're a Mime who wants his crusty baguette saber at his side.
EN GARDE!
2019-04-06 01:28:37 -07:00
Rob Bailey
a9b39afe66 [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request

A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game

Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog

Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.

cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
2019-04-04 18:58:09 +13:00
Tlaltecuhtli
ec1ad61558 new cargo crates & tweaks (#43454)
* 1

* 2

* finall pre pr

* oof

* oof

* testing merge conflict fix

* test mk2

* test mk3

* plant & chem

* bvcgr

* fixed stuff

* grammar stuff

* fixes clothing + cobby bribe

* new sprites by wjohn

* Update code/modules/clothing/suits/armor.dm

Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>

* tweaks .38 stuff

* Update code/modules/cargo/packs.dm

Co-Authored-By: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com>

* nuclear option
2019-04-03 14:23:38 -04:00
Kierany9
3b80b35cb7 Fixes the radar bugs for real (#43385)
* fixes it for real

* possible
2019-04-03 11:27:42 +13:00
Militaires
3ff0287d90 [READY] Outputs Datum Cooldown: For Real Guys This Time (#43038)
cl Basilman
fix: Added a cooldown for datum outputs
/cl

also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.

also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
2019-04-03 10:48:37 +13:00
Tad Hardesty
3d098c890a Standardize obj/updateicon() and update_icons() to update_icon() (#43418)
* Standardize updateicon to update_icon

* Standardize obj/update_icons() to update_icon()

* Fix pneumatic cannon infinite loop
2019-04-01 18:08:19 -04:00
AutomaticFrenzy
6276b0996c Show correct message when examining soap (#43397) 2019-03-31 12:10:43 -07:00
ShizCalev
f2cea780aa Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 13:54:55 -07:00
AnturK
1dbcaf78a1 Adds simple framework for learnable crafting recipes (#43296)
* Adds simple framework for learnable crafting recipes

* whoops

* Moves teach/check functions to mind

* Code golf

* I just moved these around but fine.

Co-Authored-By: AnturK <AnturK@users.noreply.github.com>
2019-03-29 11:55:29 -04:00
Tlaltecuhtli
fde4c92638 fixes vending machines not having refill parts (#43314)
* 1

* 2
2019-03-28 01:55:50 -04:00
PKPenguin321
e528c2c528 Cool & good new arcade game (#43247)
* cool & good new arcade game

* fixes issues, code improvements
- arcade machine board selection now uses pickweight
- the amputation machine actually works and has sound effects now
- removes raregame var and base path for arcade boards

* more comprehensive arm checks

* better arm detection

amputation game will now target the active hand first
arm checks improved to not be redundant
saved a var definition in the prize vending code
2019-03-27 22:29:08 -07:00
PKPenguin321
8b8fee0ab5 X-Ray Balance (#43340)
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.

Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
  will never have the gene naturally

Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
  (see above)

Thermal vision is just a strictly worse xray
2019-03-27 22:18:20 -07:00
AnturK
0c25ec40a5 Fix spraycan changing opacity and paint remover not working on objects (#43358)
The paint remover change is technically a buff but it was kinda
inconsistent with all other color removal sources.
2019-03-27 21:53:14 -07:00
ShizCalev
c1f7d01334 Repath /obj/structure/chair/office/dark to /obj/structure/chair/office (#43269)
The parent was just a dummy path, no sense having it really.
2019-03-26 20:43:30 -07:00
Tad Hardesty
956acb2d8e Fix heirloom bodybags being destroyed by use (#43262)
* Fix heirloom bodybags being destroyed by use

* Destroy folded bag if it hasn't been moved back into the world
2019-03-23 16:36:40 -04:00
ShizCalev
5c24f38b92 Merge pull request #43219 from AutomaticFrenzy/patch/adaptive-paint
Rename the "any color" paint bucket to "adaptive paint"
2019-03-21 23:54:36 -04:00
Strommer Kilian
145cbe4f3b Allow spawnergrenade to do something with the atoms it spawns (#43258)
Adds a new proc to /obj/item/grenade/spawnergrenade called afterspawn,
it is called after all the atoms have been spawned and gets passed a
list to those. Children of spawnergrenade can override this proc to do
things to the spawned atoms, for example emagging bots after spawning.
2019-03-21 20:48:13 -07:00
Rob Bailey
930e9dc501 [READY] Darkmode fixes (#43252)
* better darkmode v1

* ever better colors

* slightly improved tip color + fixed scrolly bug

* updates skin.dmf as well as some small color tweaks

* slightly tweaked more readable info and admin shit

* span_class fix

* merges ooc fixes

* whoops

* MC and ticket screen fix

* no default darkmode

* skin fixes

* more obnoxious adminpm

* more obnoxious adminshit

* skin revert to ensure proper light theme.

* prevents weirdness with default whiteness
2019-03-22 08:56:17 +13:00
ShizCalev
ebe3cb2442 Improve grammar on prosthetic limb repair message (#43204)
Repairing robotic limbs attached to yourself will no longer refer to you
in the third person.
2019-03-20 15:46:05 -07:00
ShizCalev
f10c962b1d Fixes floorbot construction with normal toolboxes. (#43112) 2019-03-20 11:12:00 -04:00
Pandolphina
60c22f1651 Fixes #43191 (#43195) 2019-03-20 10:55:13 -04:00
Tad Hardesty
a606618fd2 Rename the "any color" paint bucket to "adaptive paint" 2019-03-20 01:57:02 -07:00
Tad Hardesty
745dbdbbf1 Fix a use of src in a global proc, some kwargs (#43154) 2019-03-19 12:05:34 -04:00
4dplanner
34a90c6af9 makes quantisation level for chemistry finer (#43135)
* Quantises liver purging

* Moves quantisation to holder procs

* Finer quantisation

* Scanners display to 3dp
2019-03-18 11:02:35 -04:00
ShizCalev
cf701f94fc Improve rainbow crayon/spraycan click code (#43146) 2019-03-17 15:02:14 -07:00
oranges
b526be704c TGUI and asset cache sending improvements (#43090)
Pills are now two spreadsheets instead of individual icons.

This reduces assets sent by about 19-20.

Furthermore tgui has been extended with a new proc ui_base_html which
allows a user to customise the html sent as the base for a tgui window.
This allows someone to provide custom spritesheet css as links in a
specific tgui window without having to add it to the global html.
2019-03-17 09:47:48 -07:00
ShizCalev
4c7ef0a78d Merge pull request #43136 from Pandemonium1778/master
Buckler weight adjustment
2019-03-17 08:21:38 -04:00
Tad Hardesty
40cfebf2b0 Add some additional type annotations to lists (#43087) 2019-03-17 12:18:23 +01:00
ShizCalev
1ebbab60ec Fix slippery oil never initializing, move some Initialize() to ComponentInitialize() (#43129) 2019-03-16 19:09:47 -07:00
nervere
a2ee826dbe Fix stunbatons being invisible (#43140)
Stunbatons were invisible because they were pulling from the initial name to
get their icon_state, meaning that their icon_state would be something like
stun baton, stun baton_active, or stun baton_nocell. I chose to do it this
way instead of changing the names of the icon_states because, to my knowledge,
no other sprite names have spaces in them.
2019-03-16 19:03:15 -07:00
Robo-Chap
4a7c9547a1 Update shields.dm 2019-03-15 22:55:24 +01:00
Robo-Chap
da17fbe6ff Update shields.dm 2019-03-15 22:42:30 +01:00
ShizCalev
a46376e22d Merge pull request #43128 from Lett1/firebotpdafix
Adds firebots to robotics pda remote
2019-03-15 17:04:36 -04:00
cacogen
25170d79a5 Makes stun baton two words (#43126)
* Update stunbaton.dm

* Update inventory.dm

* Update misc.dm

* Update inventory.dm

makes the capitalisation in the comments consistent
2019-03-15 14:00:31 -04:00
4dplanner
8773ca52ce Quantises liver purging (#43027)
* Quantises liver purging

* Moves quantisation to holder procs
2019-03-15 11:29:06 -04:00
Strommer Kilian
6d10fb67d6 And also to the rd and atmos pdas 2019-03-14 21:08:58 +01:00
Strommer Kilian
82b3a6d607 Add firebot access to the ce and captains pdas 2019-03-14 21:06:59 +01:00
ShizCalev
a26ffb2040 Fixes wormhole projectors for pacifists (#43096)
* Fixes wormhole projectors and gravity manipulators for pacifists

* code cleanup

* didn't mean to push that!

* removes gravgun

* Update code/modules/projectiles/ammunition/energy/portal.dm

Co-Authored-By: ShizCalev <ShizCalev@users.noreply.github.com>
2019-03-14 15:28:03 -04:00
Strommer Kilian
b323f40481 Update cart.dm 2019-03-12 08:04:19 +01:00
Tad Hardesty
197a311fd9 Fix some proc overrides missing their parent's kwargs 2019-03-11 21:15:26 -07:00
ShizCalev
3249c4cfed Merge pull request #43076 from AutomaticFrenzy/patch/kwarg-calls
Fix several incorrect keyword argument calls
2019-03-11 22:44:02 -04:00
BuffEngineering
1a557b2d63 Fix high security door material exploit, tweaks cost (#43035)
Fixes an exploit that allowed for infinite metal/plasteel to be farmed off of
high security/vault door deconstruction. Makes completed airlock assemblies
start with no wire security and adjusts the material costs of both doors
accordingly. As the high security airlock was fortified with normal metal
unlike the vault door this is a slight buff to it, but I am fairly sure it
will not affect the game balance noticeably.
2019-03-09 13:19:12 -08:00
PKPenguin321
3f47e9a7ec Fix invisible magic hand sprites (#43067)
This happened because I neglected to check for other things that used the
sprites I was moving before I moved them in #42437. Oops. If there are any
other places where these are used (I didn't see any, but you never know),
please say so.

Also slipped in a 3 character grammar change while I was here.
2019-03-09 13:15:39 -08:00
Tad Hardesty
1433e48eba Fix some proc calls with bad keyword arguments 2019-03-09 12:56:19 -08:00
Rob Bailey
ee33e9c6a8 [READY] The war on stun based combat, Phase I: Fuck ranged stuns (#42930)
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game

Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog

cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
2019-03-08 10:30:50 +13:00