Commit Graph

11730 Commits

Author SHA1 Message Date
Jack Edge
d93a0de984 Printed oxygen/plasma tanks no longer contain oxygen/plasma
🆑 coiax
fix: Printed oxygen or plasma tanks at the protolathe are now empty.
/🆑

The discrepency in behaviour was because the new /empty types were
using Initialize, which for some reason wasn't working.

However, when I ported the whole of /obj/item/tank into using
Initialize() it works fine, and all the empty tanks are empty
as intended, (and the ones that should have gas, do have gas).
2018-12-13 18:38:19 +00:00
coiax
5639f3e10c Pair pinpointers, come in matched pairs, and always point to the other one (#41870)
No changelog, because it's only admin/event accessible.

Would come in handy in tracking your date for the Winter Ball.
2018-12-12 20:26:00 +13:00
moo
c8cbc8d89e Merge pull request #41549 from tralezab/patch-12
[READY FOR REAL] New Spell: Soul Tap!
2018-12-11 12:20:25 -05:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
tralezab
52a3400de4 Merge remote-tracking branch 'upstream/master' into patch-12 2018-12-09 15:17:16 -08:00
coiax
277c8c078c Gibs now rot and generate miasma (#41782)
* Gibs now rot and generate miasma

🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑

Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.

* Rot component, for things that rot

* Whoops

* No longer processes, so doesn't need to stop
2018-12-10 00:29:42 +11:00
oranges
92ac971f7b Merge pull request #41858 from subject217/flapsonceagain
T/F plasticflaps.dm
2018-12-10 00:07:47 +13:00
HideAndSeekLOGIC
04276d13f9 [READY] Allow creation of the various types of emergency oxygen tanks (#41672)
[Changelogs]:

cl HideAndSeekLOGIC
add: Added emergency oxygen tanks and extended capacity emergency tanks to the autolathe and protolathe
add: Added them to the Industrial Engineering tech node
tweak: Only Cargo and Engineering can print extended capacities; the rest are available for everyone.
/cl

There is currently no way to produce these tanks and there is currently no reason why this should be the case. This PR fixes this problem.
2018-12-09 23:52:30 +13:00
oranges
c11827f36d Merge pull request #41861 from 81Denton/nice
Adds comments to landmarks
2018-12-09 23:29:15 +13:00
oranges
8be10b0033 Merge pull request #41841 from XDTM/LayersBegone
Prevents stacking projected forcefields
2018-12-09 23:27:49 +13:00
Time-Green
29ecfa47bf [READY] Goon Genetics (#41258)
GENETICS

    The random hexadecimal rng game has been replaced with gene sequencing from goon.

    Adds mutation activators and mutators

    You can now store mutations

    Everyone now has their own set of unique mutations

    Limited mutations per person to 8 (including one always being monkey)

    Adds race specific mutations (See fire breathing for lizads)

    You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by

    Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences

    Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)

    Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength

cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
2018-12-09 23:26:04 +13:00
oranges
5c8336039c Merge pull request #41767 from kevinz000/couches
Adds sofas
2018-12-09 23:12:21 +13:00
Qustinnus
9d28bd7244 Crushes some Ethereal bugs and adds bloodbags for them (#41745)
cl Floyd / Qustinnus
add: Bloodbags for ethereal filled with liquid electricity
fix: Ethereals cant clone lightbulbs anymore
fix: Fixes runtime in Ethereal charge handling
/cl
2018-12-09 23:09:24 +13:00
coiax
84b64328b9 Improves code implementation of the Musician trait (#41742)
cl coiax
add: Any talented Musician can now use any instrument to lift
spirits, and ease burdens. They can now also use the space piano and minimog
to grant people the Good Music buffs, just like a handheld instrument.
/cl

A living mob with TRAIT_MUSICIAN will now apply the Good Music
status effect to everyone who can hear the music. The buff will
now apply even to players who have disabled instrument sounds.

The Good Music status effect lasts for 6 seconds after the
musician stops playing.

Added STATUS_EFFECT_REFRESH that just refreshes the duration
of a status effect, rather than instancing a new one.
2018-12-09 23:08:03 +13:00
imsxz
5b34ab3a01 makes glitter use new atmos overlays (#41644)
cl imsxz
fix: glitter now uses the updated atmos overlays
/cl
Fixes #41564
2018-12-09 22:59:26 +13:00
JJRcop
7fd313f813 Chronosuit fixes extracted from #41350 (#41449)
cl JJRcop
fix: The chronosuit's teleport animation has been fixed, as has the gun.
/cl

Since #41350 was closed, I extracted the suit fixes without any balance changes, it works again.

Fixes #41443
Closes #41446

Known issue: sometimes newly created icons/appearances stop showing up after some use, but return when reconnecting.
2018-12-09 22:59:02 +13:00
Denton
856e573ff9 Adds comments to landmarks 2018-12-08 10:59:53 +01:00
Unknown
3d6c5637b8 T/F plasticflaps.dm
when you're too bad at coding to make actual fixes but you want good boy points
2018-12-07 17:51:04 -08:00
XDTM
e6ccb3df61 Prevents stacking projected forcefields 2018-12-07 08:53:57 +01:00
skoglol
c40698d27a Added some items to bio and chem bag. (#41823) 2018-12-06 20:04:16 -05:00
moo
d057de9b6e Merge pull request #41468 from Steelpoint/AdvMedkit
Advanced First Aid Kit
2018-12-05 11:01:48 -05:00
moo
e54d8a4d5c Merge pull request #41784 from Tlaltecuhtli/patch-1
Drops Dragnet Stun And Reduces Dragnet Trap Break-Out Time
2018-12-04 17:56:25 -05:00
Jordie
8a66665e95 Ban system and interface update (#41176)
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.

Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.

The legacy ban system is removed.

The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.

New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.

New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.

Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.



cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
2018-12-05 08:48:37 +13:00
Tlaltecuhtli
0d1c39d26b Merge pull request #1 from Tlaltecuhtli/Tlaltecuhtli-patch-1
e
2018-12-03 17:40:38 +01:00
Tlaltecuhtli
5db37ab96f e 2018-12-03 17:40:09 +01:00
kevinz000
45b5bc20fb Adds sofas 2018-12-02 10:21:19 -08:00
Denton
877d3cea69 Fixes heat sources not igniting things 2018-12-02 19:06:20 +01:00
XDTM
2712e62ee5 [Ready]Desynchronizer (#41341)
* Desynchronizer

* type

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* fixes and cool text procs

* anti-abuse measures

* typery

* cooldown

* techweb salvage

* icon and visual effect plus bugfix

* let's not push runtime
2018-12-02 09:34:41 -05:00
Jordan Brown
e9d217c7e7 Merge pull request #41701 from anconfuzedrock/smalltanks
[review would be kinda sweet] reduces the maximum capacity of small oxygen tanks, while retaining their base volume.
2018-12-02 09:31:24 -05:00
Rob
6b8bfb2f5c [EXTRAREADY][AAAAAA] Hey revolver, don't mothers make good fathers? (#41620)
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis.
sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation.
soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38.
soundadd: Revolvers now have a unique dry fire sound.
soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out.
soundadd: Spinning a revolver such as the Russian Revolver now makes a sound.
spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
2018-12-02 20:30:09 +13:00
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
skoglol
8983a37320 Some syndie implant cleanup (#41571)
cl Skoglol
code: Added missing typepaths for syndicate implanters.
tweak: Stealth implant now comes in a box.
spellcheck: Changed the names of some syndicate boxes.
/cl

Some implanters were specific typepaths, others were basic implanters that had implants put in when the box was created. This makes them all behave the same. I considered removing the boxes for the implants as they aren't strictly needed to hold one thing, but I know some people like using boxes in their atmosphere and inventory management sim so I left them in.
Otherwise, specifying that a box contains something that is boxed was silly so I changed that. Except for the space suit, because that feels right.

And of course the stealth implant gotta come in a box.
2018-12-02 20:10:05 +13:00
skoglol
552a1e50e8 Adds sound to all whetstones (#41714)
* Adds sound to sharpener

* just src
2018-12-01 14:08:07 -05:00
coiax
446641f329 Repath blindfolds to prevent regular sunglasses creation exploit (#41710)
Blindfolds don't actually need to inherit anything from sunglasses, from what I
can see, unless there's some bad type checking somewhere in the code that I'm
not aware of.

Exploit is: cloth makes blindfold + medHUD -> medHUD sunglasses -> remove
medHUD, regular sunglasses.
2018-11-30 14:21:22 -08:00
nichlas0010
d21931aafa Fix wizards being unable to teleport (#41738) 2018-11-30 13:46:54 -08:00
moo
0a61657f41 Merge pull request #41715 from 4dplanner/teamkill2
prevents spawners being teamkilled
2018-11-30 13:30:02 -05:00
ShizCalev
e7cc2074c6 Fixes missing decal icons, repaths food cleanables to cleanable/food (#41573) 2018-11-28 23:12:35 -05:00
YoYoBatty
34fb29af61 Improvements to jetpack code (#41681) 2018-11-28 22:48:13 -05:00
81Denton
3ee98bfc72 Rebalances emergency oxygen tank availability (#41683)
* Rebalances emergency oxygen tank availability

* Reverts pirate outfit change
2018-11-28 22:45:15 -05:00
TheDracheX
51511deae6 Fixes grenades not adjusting their time when attacked by a screwdriver (#41693) 2018-11-28 22:35:29 -05:00
81Denton
00fdd88a68 AI upgrade logging/hints (#41695)
* AI combat upgrade logging/notice

* hmm

* Update code/game/objects/items/robot/ai_upgrades.dm

noice

Co-Authored-By: 81Denton <32391752+81Denton@users.noreply.github.com>

* forgive me for I have web edited

removes space after <br>
2018-11-28 22:33:27 -05:00
coiax
b095e02bfd Removes var-edited maint loot spawners, replaces with types (#41696)
These are very common var edits across all maps, and we should replace
them with standardised types.

This leaves room open for giving each loot a little (xN) icon.
2018-11-28 22:31:23 -05:00
XDTM
01f794a153 Teleportation standardization, channels, and interception (#41371)
cl XDTM
add: Spraying holy water on tiles will now prevent cult-based teleportation from using them as a destination point.
tweak: Quantum, wormhole and magic teleportation is no longer disrupted by bags of holding.
/cl

Refactors some teleportation code so it uses do_teleport instead of directly forceMove.
do_teleport now has a channel argument, to specify the type of teleportation used. This will affect what can and cannot interfere with teleportation. For example, BoHs interfere with bluespace teleportation but not wormhole, quantum or magic teleportation.
do_teleport now sends a COMSIG_ATOM_INTERCEPT_TELEPORT signal, allowing the target turf (or anything placing a signal on said turf) to react appropriately. As a proof of concept, blessed tiles use it to prevent teleportation from the cult channel.

Intercepting teleportation can have interesting potential uses, from teleport denial fields, to teleport scramblers (teleports you somewhere else instead), telefraggers that gib anyone unlucky enough to teleport in their area of effect, teleport anchors that shunt all teleportations in a wide area to themselves, and so on.
2018-11-29 10:33:55 +13:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
4dplanner
360bc5a82a prevents spawner kills 2018-11-28 14:19:04 +00:00
oranges
9a6ae3771e Merge pull request #41666 from coiax/circuit-spawner-lootcount
Removes some unneeded variable specification with circuitboard spawners
2018-11-27 14:33:15 +13:00
anconfuzedrock
d6135ae60c makes small tanks start full, makes full the same amount. 2018-11-26 16:54:38 -05:00
Mokiros
9513eebde2 Adds "mob_name" to servant golem shell (#41656) 2018-11-25 18:48:08 -05:00
Jack Edge
48164dd7e7 Removes some unneeded variable specification with circuitboard spawners 2018-11-24 22:53:35 +00:00
Jordan Brown
6d6875709a Merge pull request #41627 2018-11-24 13:33:14 -05:00