Commit Graph

82 Commits

Author SHA1 Message Date
Cheridan
6bfa738a24 Merge pull request #12567 from phil235/EffectSystemTweak
Makes effect system code more OOP.
2015-10-22 21:00:10 -05:00
phil235
21c4552576 Merge pull request #12487 from bgobandit/humanoids
Changes the text human ==> humanoid where applicable.
2015-10-22 00:41:19 +02:00
phil235
d3ee910211 Makes effect system code more OOP.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
2015-10-21 23:28:29 +02:00
Cheridan
56b7a7717b Merge pull request #12416 from KorPhaeron/drones
Staff of Change now makes hacked drones
2015-10-19 14:38:16 -05:00
bgobandit
055427b65c human ==> humanoid where applicable 2015-10-18 13:50:34 -04:00
phil235
47909d525f Changes smoke to behave more like foam. Each covered tile has one smoke cloud. This makes smoke clouds much less random, especially in terms of reagent application.
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke.
Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
2015-10-15 21:52:37 +02:00
KorPhaeron
1aa9ed34e7 Staff of Change 2015-10-15 14:46:01 -05:00
Incoming
067d59669e Makes magic bolts properly unblockable. Their effects still happened even if they were blocked so this really just amounts to removing a false hope message.
Fixes #12046
2015-09-27 15:21:40 -04:00
phil235
f90ee4aa8c - Fixed monkey starting with no dna.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.

- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
2015-09-19 22:18:28 +02:00
Aranclanos
0d1d321651 Fixes pugs not following their tail.
The staff of change won't create invisible pugs anymore, same with the experimentator relics.
Removes a leftlover pug typepath.
2015-08-25 05:28:58 -03:00
Aranclanos
ca98ac5151 The staff of change projectile will qdel the mob instead of manually deleting it.
Added a warning for when the mob controller removes a null from the mob list.
2015-08-13 21:40:00 -03:00
Remie Richards
5434bb7854 Merge pull request #10970 from phil235/SyringeProjShieldBlockFix
Projectile blocking fixes
2015-08-03 05:28:28 +01:00
phil235
cdd15b7c27 Removes some unneeded code(flag = "magic" when already inheriting it from parent, adding a 0 argument to on_hit when it already defaults to 0).
Fixes syringe dart not respecting shield blocking.
Projectile doesn't show the hit message anymore if 100% blocked (shield blocking mostly). (but it is still logged)

Fixes deflected dart projectiles not being logged.
2015-08-01 16:57:27 +02:00
bear1ake
5af0bdec25 fix ian stuff 2015-07-31 01:18:03 +09:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Ikarrus
9d92933bea Staff of change now assigns lizard name when appropriate 2015-07-06 22:04:05 -06:00
Ikarrus
a949c80fee Fixes Race Swap Runtime
- Fixes Race Swap Runtime
- Staff of change now assigns lizard name when appropriate
2015-07-06 21:47:30 -06:00
phil235
b0cd6d34b1 Lots of work on acids, smoke, foam, reagents reaction() proc.
- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more

simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also

how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is

"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect

and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon

as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
2015-06-22 00:35:24 +02:00
Cheridan
ee87a1dc23 Merge pull request #9974 from phil235/MirrorRaceChangeFix
Mirror race change fix
2015-06-17 12:54:19 -05:00
phil235
1e8ec967d3 Fixes a runtime with staff of change changing species. 2015-06-15 17:12:23 +02:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Cheridan
2d998452db Merge pull request #9715 from Firecage/datumspaths
Changes alot of datum/ to /datum/, also includes other path types such as /obj/
2015-06-02 23:04:51 -05:00
Aranclanos
e7c0d7e95c Removes unsimulated turfs.
Moves shuttle turfs to paths under /turf/simulated/floor and /turf/simulated/wall
Players can now safely build on top of shuttle turfs
Fixes #1711
Adds several but not all paths for the different types of floor turfs, most of them in plasteel_floor.dm
The turf pathings are still in need of a deeper organization, but this is at least a start
2015-06-01 23:24:18 -03:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
phil235
77febafb52 Merge pull request #9569 from Incoming5643/readthisgoddamnit
makes the "don't kill the guy who animated your statue" message huge
2015-05-24 01:02:03 +02:00
Incoming
d1890bb79f makes the "don't kill the guy who animated your statue" message userdanger because it's ruined more than one wizard's round at this point.
That said the wizard was el nath/flesh to stone/magic missle/staff of animation/blink so I don't feel TOO bad.
2015-05-19 21:38:06 -04:00
Incoming
09f71f7f94 removes the "whoops you're probably going to die by no fault of your own!" races from the staff/wand of change with a new var: dangerous_existence. Currently lists shadowpeople, shadowlings and plasmamen.
Additionally adds that protection to the change races summon events event so the entire station doesn't have a change of exploding into burning death skeletons with no hope for survival.

Adds plasmamen to the blacklist for slime mutation toxin.
2015-05-09 21:04:59 -04:00
Incoming
f59c01e721 sets hardset_dna to clear exotic blood on race changes
sets every instance of race changes to use hardset_dna instead of directly replacing the datum (needs more testing to be sure I didn't break shit)
removes the invisible man race (aka the generic) and shadowlings from the new green slime mutation toxin while I'm in the area
2015-04-23 12:35:37 -04:00
phil235
09df1080e9 Some adjustments:
Fixes with projectile bump() on border objects.
Fixes some projectile on_hit() not calling the parent on_hit.
Move projectile mob hit check code to mob/CanPass().
Simplifies projectile/CanPass()
Fixes runtime in projectile/Bump()
2015-04-02 17:39:02 +02:00
phil235
ffd711c26f Merge branch 'master' of https://github.com/tgstation/-tg-station into SlimeAnimal
Conflicts:
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/simple_animal/friendly/corgi.dm
	code/modules/mob/living/simple_animal/slime/say.dm
	code/modules/reagents/Chemistry-Reagents/Consumable-Reagents/Food-Reagents.dm
2015-03-23 16:51:03 +01:00
Cheridan
7149f0382d Adds Pet Collars!
Map needs update now
2015-03-18 21:27:21 -05:00
phil235
456a64f8fd slime from carbon to simple animal 2015-03-14 23:40:57 +01:00
Remie Richards
5b2d3ceada Allows overminds to reroll their chemical at a cost, fixes blob cores being invisible, repaths blob mobs to /hostile/blob 2015-02-08 01:22:51 +00:00
Incoming
31b84ca71f changes how the bolt of door creation works so it behaves expectedly on shuttles
adds butterflies to the staff/wand of change/polymorph since I'm here.

Removes two colons
2015-01-29 16:30:31 -05:00
Delimusca
07927e759d added ranged mimic 2015-01-19 11:44:34 -07:00
Razharas
4998b19ddf Merge pull request #5679 from Aranclanos/projectilesBump
Projectiles bump fix, spawn() removal
2014-11-27 03:38:05 +03:00
Incoming
4a4b39b57f fixes the spider pathing 2014-11-15 14:55:48 -05:00
Aranclanos
e6fd279486 Removes the spawn() in the Bump() proc of projectiles.
Fixes issue #1291
Cleaned up some files of projectiles/firing.dm
Instead of calling process(), when firing a projectile it will use fire()
Projectiles will now use qdel(), due to this, the emitters beams won't be in the object pool.
2014-11-04 15:21:48 -03:00
Incoming
dd3b61d880 removes an apparently unsafe but otherwise asymptomatic qdel 2014-10-30 17:16:00 -04:00
Incoming
d2982a4b8e Adds drones, blobbernauts, magicarp, and chaos magicarp to the staff/wand of change
Makes it so player controlled mobs with a ranged attack can actually use said ranged attack
Fixes #5551 because it's vaguely magic related anyways
2014-10-30 14:29:06 -04:00
Incoming
8e99152226 Updates spiders to have full player functionality
*All spiders can now web turf (but AI controlled non-nurses won't choose to), only nurse spiders can wrap items and lay eggs.
*Eggs laid by a player controlled nurse spider will eventually grow into player controlled spiders, while AI lain eggs will only result in AI spiders
*Adds non nurse spiders to the staff of change as they pass my rules for inclusion (Leaves a corpse, can do everything as a player the NPC can do, can't dominate a round by reproduction)

I take no responsibility for spidercode, it's a bit iffy but as far as I can tell it all works for players now.
2014-10-01 18:58:07 -04:00
Miauw
78a9b0be69 Merge branch 'master' of https://github.com/tgstation/-tg-station into say()
Conflicts:
	code/__HELPERS/game.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/requests_console.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/objects/items/devices/PDA/radio.dm
	code/game/objects/items/devices/aicard.dm
	code/modules/admin/admin_verbs.dm
	code/modules/assembly/holder.dm
	code/modules/assembly/voice.dm
	code/modules/mob/living/carbon/brain/brain.dm
	code/modules/mob/living/carbon/human/whisper.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/say.dm
2014-08-31 13:40:16 +02:00
Miauw
e3c0b2fa43 AHAHAHAHAHAHHAHAHAHAHASDHHADFHEUAHGUIHGDGIJDOINGEIOKILLTHEMALL 2014-08-24 20:35:49 +02:00
Cheridan
cb4c589c80 Merge pull request #4387 from Incoming5643/fireball
Magic Mania 1.67: Great Balls of Fireballs
2014-08-12 12:33:50 -05:00
Incoming
41596a0974 Magic Mania 1.67: Great Balls of Fireballs
Changes the wand of fireball projectile to have the same !!FUN!! proximity detonation properties as the spell version. Slightly moved the damage types from getting hit by the fireball around to better simulate the experience.

Fun fact about spell fireballs: Because the projectile is desiged to explode if it comes within a square of somebody who isn't the wizard direct contact between fireballs and mobs is very rare. This means that while the fireballs are designed to do an extra 25 brute and 20 burn ON CONTACT this usually doesn't happen.

That's why the added damage on the wand here isn't 25/20, because that would actually make it signigicantly better than the spell.
2014-08-10 20:12:49 -04:00
Incoming
879f5d7c0e Changed it! 2014-08-05 19:51:08 -04:00
Incoming
4e91b2b655 Simplifies the species picking
Adds an update_icons() to minimize the effects of #4252, but it's still a problem
2014-08-05 14:11:45 -04:00
Incoming
2283b303ac Fixes #4335
Readds the 1/12 chance of stumbling out the bolt of change fully human with no mutantrace. It must have gotten lost during the mutantrace datumizing
2014-08-04 17:51:33 -04:00
Ergovisavi
9d643789d8 Fix for issue #4173, both soulstone mobs (and construct derivatives) and staff of animation mobs (statues included) are now properly tagged with a faction that is unique to the person that created them, stopping a Wizard's animated mimics from attacking his created constructs. 2014-07-17 00:40:24 -07:00
Ergovisavi
ff17e36750 Changes faction to list and edits hostile mobs to use the list type faction, along with changing existing factions to match the new list type
Also changes trees and space bats to "hostile" faction because they were copypasta'd carp before that, as well as changing goats to "neutral" and attack_self 1 so that the great mining drone / goat wars end
2014-07-12 20:03:46 -07:00