Commit Graph

6707 Commits

Author SHA1 Message Date
Ghom
026857414f The detomatix cart now sends forged messages that make PDAs explode if one tries to reply to them instead of detonating them right off the bat. (#62494) 2021-11-14 02:22:30 -08:00
Fikou
16c5fed904 splits space adaptation into two mutations (#62764)
* splits space adaptation into two mutations

* cooler desc by ath :)

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* desc 2

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2021-11-14 02:19:11 -08:00
Iamgoofball
2cb326c779 Nerfs the shit out of the felinid tail grab mood buff (#62768)
Mood controls your movespeed. Making Felinids objectively the best mood management race provided your ~~metagame buddy~~friend pulls your tail once every two minutes is insane, even as a meme.

A +5 mood buff was ridiculously good. This is better than the antag mood buff which is 4, equal to the cult buff for sacrificing which is 5, better than tripping balls, better than playing an arcade game and winning, better than the upgraded hug, equal with the best hug, and frankly one of the easiest best mood buffs you can get. And stacks with all the other ones.
2021-11-12 23:13:29 -08:00
Iamgoofball
817472a462 Nerfs the shit out of the negative sprayed with water mood event for Felinids (#62769)
Mood controls your movespeed. Making Felinids get their movespeed tanked because someone tried to fire extinguisher them is insane. Movespeed is the most important factor in SS13 when it comes to just about everything, it's how we punish people for damage after all.

A -5 mood is insanely punishing. It is equivalent to getting smitten by the gods, worse than a terrible noogie, worse than being bald, worse than literally throwing up all over yourself, worse than losing your family heirloom, and worse than having your eye stabbed out. This sucks for how easy it is to inflict on someone, especially considering the most common method of inflicting this is trying to fire extinguisher someone who's lit themselves on fire.

🆑
balance: Nerfs the felinid water spray moodlet
/🆑
2021-11-12 23:12:59 -08:00
Timberpoes
1950da9f70 Removes cryostasis pods from the game pending creation of a proper design document (#62731)
* Baleeted

* Unmap

* Nudge the cabinet out of the way of the door
2021-11-12 15:57:22 -08:00
Mothblocks
758d92f2a4 Fix restricted roles change breaking uplinks (#62772) 2021-11-12 13:16:41 +01:00
Timberpoes
1db6a0c121 Feex (#62734)
#60690 added a feature to job ID trims allowing them to set a proper job for the bank account.

However, it used job datums instead of job singletons. Vending machines expect bank accounts to have job singletons.

I have added a simple fix. In New(), the appropriate job singleton will be instantiated in place of the ID card's job path.

All other code utilising this variable in game/machinery/accounting.dm now just works.
2021-11-12 09:23:30 +00:00
Cimika/Lessie/KathyRyals
ef2f70d344 You can now pull tails, it makes the person happy! (#62763)
About The Pull Request

You can now pull on tails and it makes the person happy! It was supposed to just be felinid but it changed when mothblocks requested I check for tails!
Why It's Good For The Game

Cute interaction with our cat friends. And Lizards. And anything with a tail.
Changelog

cl
add: You can now pull on a felinid's tail to make them happy!
/cl
2021-11-12 15:17:23 +13:00
CocaColaTastesGood
cff8582c71 Update uplink.dm (#62735) 2021-11-11 20:23:48 -05:00
tralezab
bb7638f114 Routine Cargo Departmental Deliveries (#61992)
About The Pull Request

Document: https://hackmd.io/@bazelart/HkY-SO9VF

Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).

Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.

Cargo will start with far less money, but this is countered by the new source of income.

Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares

    Maybe give multiple destination areas, just in case one area gets obliterated who cares!

Why It's Good For The Game

Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog

cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
2021-11-12 14:19:33 +13:00
Cimika/Lessie/KathyRyals
bfa1542009 Felinids don't like getting sprayed with water. (#59506)
This PR is an ode to @Ryll-Ryll, who inspired me to try and find fun, silly things to PR to try and make people smile.
About The Pull Request

Felinids now get a SMALL and SHORT mood debuff when getting sprayed with water. The intent of this PR is not to provide content to grief felinid (flashback to the "Felinids hate water" pr), but rather to provide a funny interaction.

Bonus point (Suggested by Ninja) : Getting sprayed with water interrupts do_after. Felinid climbing on your table ? Pssshttt. Straight in the face.

PR with permission from @ninjanomnom
Why It's Good For The Game

Light-hearted fun and a bit of flavour to felinids.
Changelog

cl
add: Felinids don't like getting sprayed with water.
code: Adds a new status effect, incapacitated, which causes your do_afters to stop.
/cl
2021-11-12 11:04:00 +13:00
Mothblocks
061f47d0ee Antag HUDs will now animate if you have multiple antagonists, and will no longer clear on deconversion (#62718)
About The Pull Request

This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4

Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.

Fixes #59767

TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog

cl
fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl
2021-11-12 10:53:45 +13:00
Ghilker
4b68506d54 Allow manual crafting of many atmos devices with the crafting menu (#62676) 2021-11-10 12:57:23 -08:00
Ghom
7d3b98705f Chimps no longer get grumpy when you hug them or throw things with no throw force at them. (#62685)
* Chimps no longer get pissed when you hug them.

* Pun Pun no longer hates hat throwing.
2021-11-09 22:54:05 -05:00
John Willard
ffc8e3bc17 Adds logging for all Silicon rather than just Laws (#62500)
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
2021-11-09 17:41:45 +00:00
Ghom
3f66485234 Fixes missing award icons by filling the assets list on runtime. Plus new icons and unit test. (#62665) 2021-11-08 22:52:43 -08:00
John Willard
33de78d457 Deletes magic armor (#62594)
* Deletes magic armor

* removes arcane barrage's 0 armor penetration

* makes magic use NO flags. Get fucked.
2021-11-08 23:52:30 -05:00
Tim
c1e832760b Add smoking quirk realism (#62662) 2021-11-08 22:46:46 -05:00
Wallem
2583eceea2 Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL (#62496)
* Protects ghosts, bypasses vents & pipes

* hard crit oops

* stops screaming unconcious people

* fixes a copy-paste error

* fixes planes

* *unconcious* people won't get messages.

* I am begging for this to be right

* I hate that it took me 30 seconds to realize
2021-11-08 22:43:36 -05:00
Len Kagamine
382cf6492c Drop before delete used "foodtrash"items (#62536) 2021-11-08 16:02:10 -08:00
Watermelon914
bb8bcd2473 Made admin circuits more abstract, they no longer end up in the contents of the shell. (#62630)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-11-08 14:55:19 -08:00
John Willard
b39ccd408e Beepsky refactor and Bot code improvement (#62510) 2021-11-08 01:35:54 -08:00
Mothblocks
ec95e7cf94 Add healing aura component (#62526) 2021-11-08 01:20:12 -08:00
AndrewL97
1ef73dbc37 Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich? (#62620)
About The Pull Request

This is a fix for map not load anymore because of security changes
Why It's Good For The Game

Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog

cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
2021-11-07 21:30:49 +13:00
Ryll Ryll
5b119f3ab7 Fixes sleeping carp wave kick dealing insane damage + wounds, fixes neckgrab throws not being harder (#62498) 2021-11-06 21:52:51 -07:00
Timberpoes
479dcd295e Makes dash actions and Bluespace Prophecy trauma utilise teleport code instead of forced movement code. (#62471)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-06 20:03:51 -07:00
GoldenAlpharex
5025ed3620 Makes maps be able to load correctly again (#62623)
This PR fixes a bunch of the code for load_map_config(), documenting it better and removing a deprecated (I hope) parameter that was also a security concern along the way, while also making another proc for just loading the default map config, which is supposed to always be functional.
2021-11-06 18:39:25 +00:00
Archanial
b3006951c6 Fixes mapload (#62612)
next_map is stored in data not _maps
2021-11-05 22:43:33 -07:00
John Willard
11a3984b97 Spirit holding component won't let you awaken another spirit until it's done (#62340) 2021-11-05 22:34:26 -07:00
Bond
e24237c6bb Improves the visible message from chest bone wounds (#62552) 2021-11-04 21:50:00 -04:00
TheFakeElon
3de38b11b8 [s] Security vulnerability patch (#62568)
About The Pull Request

In my personal, subjective opinion; trialmins should not, in fact, be able to read and delete server/box configuration files on a whim.

cl
server: Patches multiple(?) arbitrary file related vulnerabilities
/cl
2021-11-05 13:31:13 +13:00
KittyNoodle
ccbec1f2ca Makes people immune to RADS not take damage from the RAD storm (#62550) 2021-11-04 20:26:44 -04:00
Ghom
2e7f828e93 Blind can now smell what the Oven is cooking. Plus punctuation. (#62538) 2021-11-03 21:25:13 -04:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
CocaColaTastesGood
b75cd20b6d [s] Fixes an exploit that allowed players to spawn arbitrary paths (#62561) 2021-11-03 15:09:39 -07:00
CocaColaTastesGood
e93d89f1da [s] Fixes exploits (#62549)
Removes an unsanitized to chat to world.
2021-11-04 09:07:20 +13:00
Rohesie
e294f883ac Tweaks obsession to allow better interaction (#62499)
* Tweaks obsession to allow better interaction

* More clear hint of why you're acting weird
2021-11-02 15:02:05 -07:00
Ryll Ryll
bc2d0629bd Adds shaking soda cans, buffs throwing soda cans at people (#62170)
About The Pull Request

This started out as a joke on discord about buffing the throw damage of soda cans (have you ever had one thrown at you? they hurt!!), that ended up also growing into a feature I've wanted to add for a while- shaking soda cans for pranks!

https://streamable.com/ra7ctd
Note: This PR shows the user getting a positive moodie from a can going off on a wall, that was fixed after the video was recorded

Right clicking on an unopened soda can will shake it and raise its fizziness level, as will throwing soda cans at things. When you go to open a soda can, an RNG check is made based on how fizzy the soda is from being mishandled, with a failed check making the soda spray all over you and give you a negative moodlet (and everyone who sees it happen a milder positive moodlet!)

The throwforce for an unopened can of soda has been set to 12, slightly higher than a standard floortile (10) and equal with toolboxes. As mentioned before, though, every time you throw a soda, its fizziness rises, meaning each throw is more likely to burst it and kill the damage value. This puts it in a perfect spot where it's not worth stocking up on sodas just in case you get into a fight (cause you could just use floortiles, which stack up to 50), but seeing a nearby unopened can of soda and throwing it at your enemy could be an interesting addition to environmental combat.

You can try to detect if a can of soda is fizzed up by examining it twice rapidly. Depending on how fizzed up the soda is, you may be able to detect said levels of fizz, allowing you to ask for another untouched soda.
Why It's Good For The Game

Shake up a soda a whole bunch, give to someone in a crowded room of people, give everyone a positive moodie when the rube opens the can!
Changelog

cl Ryll/Shaps
add: Added shaking soda cans! Take an unopened soda can and right click it in hand to shake it all around, increasing its fizziness.
balance: Having an unopened soda can hucked at you will actually hurt quite a bit, around the level of a toolbox. This also has a chance of bursting the soda can on impact, leaving it useless as a weapon after.
/cl
2021-11-02 15:05:38 +13:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
esainane
d521116acf Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
2021-10-28 19:14:40 -03:00
John Willard
96a3d410a2 Traits given by Elements now have element trait as their source. (#62134)
Hopefully the code is more organized and consistent this way.
2021-10-28 18:39:21 -03:00
MrMelbert
a56de49286 Adds two station traits: Ionic Stormfront and Radioactive Stormfront (#62366)
This PR adds two station traits. Ionic Stormfront and Radioactive Stormfront.

Ionic Stormfront doubles the weight of the ion storm event.
Radioactive Stormfront slightly increases the weight of the radiation storm event (1.5x) and allows multiple radiation storms to occur during a round (+2 max occurrences).
Both are relatively uncommon traits to roll.
Given a lot of random events are occurrences of "nature", (storms, anomalies, meteor showers, etc), I think it makes sense and has decent flavor that occasionally your station may experience certain events more often.

Maybe the station is located in an anomalous region of space and anomalies are coming outta the walls. Maybe it's located in an asteroid belt and meteors pelt the exterior constantly. Who knows! For now, I went with two existing "weather" phenomenon that hit the station, rad and ion storms. Ion storms are usually funny and add variety to silicon players, and radiation storms are neat for antaggy potential but kinda uncommon.
2021-10-28 10:26:58 +01:00
oranges
2afab49681 Revert "Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275)" (#62368)
This reverts commit 4d15fbc4f0.

"Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275)"
2021-10-27 22:10:53 +01:00
Fikou
ae0542603b removes some ways of making unvaredited custom callbacks (#62345) 2021-10-26 19:34:39 -04:00
Sealed101
9582e3ff91 Fixes corgi hats stuck to them forever & SAVES HALLOWEEN (#62318)
About The Pull Request

Corgi hats used to resist any attempts at removing them from the corgi wearing said hat. This fixes that.
Also fixes #62297 by giving carved pumpkins and blumpkins their own dog_fashion datums.
Why It's Good For The Game

Corgis are now no longer stuck to wearing one hat. Spookifies Ian for Halloween with two amazing pumpkin hats.
image
Changelog

cl
expansion: Spooky headless corgi spirits have been sighted across the Sector!
fix: fixes hats glued to corgis' heads when dressing corgis up
/cl
2021-10-27 11:57:10 +13:00
Timberpoes
4d15fbc4f0 Basic ID cards with job trims can now hold higher level accesses to their own departments. (#62275) 2021-10-26 13:25:52 -07:00
Y0SH1M4S73R
6f2e9318e0 Fixes DNA UIs and UFs (#62288) 2021-10-26 13:24:41 -07:00
NamelessFairy
1238ce2373 Adds the ability to soft filter words, also fixes some word filter bugs (#62158) 2021-10-26 12:45:36 -07:00
esainane
01c0fe88e2 Attached assemblies can pulse cut wires again (#62326) 2021-10-25 17:54:20 -07:00