Commit Graph

2023 Commits

Author SHA1 Message Date
Aranclanos
1ee59747c4 Merge pull request #1940 from YotaXP/HTML-Entities-and-Timestamps
NTSL, parrots, and ID consoles hate apostrophes less.
2013-12-10 04:53:09 -08:00
Cheridan
b949afd872 Merge pull request #1970 from Ikarrus/adminnotice
Admin Notices
2013-12-08 10:32:45 -08:00
Aranclanos
498ba1acd4 Merge pull request #1964 from Limeliz/href-fixes-round-3
Href fixes round 3
2013-12-08 07:10:15 -08:00
Aranclanos
c6db228a46 Merge pull request #1936 from Perakp/faceHuggerRuntime
Fixes alien embryos from runtiming when checking limbs
2013-12-08 02:41:07 -08:00
Aranclanos
5cf0f4765f Merge pull request #1929 from adrix89/Equip
Quick equip active storage,toolbelt,backpack.
2013-12-08 02:03:34 -08:00
Aranclanos
f6f9f0f050 Removed a leftlover in click code and fixed changeling stings because they weren't working why aren't they working why don't they work, I keep asking that, it's a PR about changelings stings, but they don't work, why they don't work little black ball of destiny, I just want to know why they don't work on the PR that says that they will work, why why why 2013-12-05 07:35:29 -03:00
Aranclanos
a4a13681f3 Merge branch 'master' of https://github.com/Razharas/-tg-station into ImGonnaStingYa
Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
2013-12-05 07:01:09 -03:00
Perakp
a9d6f493dc Deleted checks from alien_embryo
No double checks.
2013-12-04 09:23:21 +02:00
ikarrus
5f15506e38 Admin Notices
Lets admins set temporary notices that will last until the end of the round.
* All players that join the server will see this notice.
* Anyone can check it using the Adminnotice verb
* Also adds the motd verb that can be used to check the server's message of the day

The intention of this is to make it easier for admins and server hosts to run special events.
2013-12-03 22:25:28 -07:00
Perakp
4c9405641a Changed bitflag 'or' to boolean
| != ||
2013-12-03 23:25:44 +02:00
Emil
36f1ba5510 Removing href-tags from log_game in say.dm 2013-12-03 21:43:26 +01:00
Perakp
d9f5224646 Changed Del to del
Proc names are case sensitive
2013-12-03 13:15:19 +02:00
Aranclanos
fe6f4ff0df Merge pull request #1945 from Giacom/reduce_getturf
Reduces the amount of get_turf calls.
2013-12-02 12:59:04 -08:00
Razharas
eb8b23b873 Fixed some issues
Removed all item stings legacy
Removed game balance changes
Moved stings handling to AltClickOn, added the dead check i forgot to
add
Reverted monkeyizing keeping items from previous form
Fixed the grammar in the comments
2013-12-03 00:45:05 +04:00
Cheridan
4e2c97bf3f Merge pull request #1910 from Giacom/issue_1908
Adds a stat check for AI vocal announcements. Fixes #1908
2013-12-01 21:18:21 -08:00
Giacomand
449a391dc5 Reduces the amount of get_turf calls.
Removes random noises.
2013-12-01 18:51:29 +00:00
Perakp
4e05048524 Fixes multiple embryos in single host
Added checks so you can’t have multiple embryos in a single host.
Checks are included in both facehugger.dm and alien_embryo.dm, because
there might be ways to implant embryos without facehuggers in the
future, but we also want to avoid creating and instantly deleting
objects.
Also changes chest augmentation surgery to remove any embryos. Before
you could remove the whole chest without finding the embryo inside.
2013-12-01 08:52:34 +02:00
YotaXP
91d7150eed NTSL, parrots, and ID consoles hate apostrophes less.
NTSL's timestamp() will fetch the proper station time.

ID consoles enforce standard player name restrictions on the ID name and assignment.
2013-11-30 14:33:02 -05:00
Perakp
42a0530292 Fixes alien embryos from runtiming when checking limbs
affected_mob was null when it checked for limbs.
2013-11-30 12:32:16 +02:00
adrix89
0a31f26402 Fixed bug that tried to put things in items with no storage
This should work perfectly now.
2013-11-29 21:55:45 +02:00
adrix89
3cfbd7ecff Added putting in box if you have it in your other hand 2013-11-29 16:20:17 +02:00
Aranclanos
6b9d399298 Larvas won't try to use their non-existant plasma display and runtime to hell anymore. 2013-11-29 08:33:24 -03:00
adrix89
3fc5314e2b Quick equip active storage,toolbelt,backpack. 2013-11-29 10:56:17 +02:00
Aranclanos
3fed8dd8f6 Merge branch 'Cybernetic-limbs' of https://github.com/RobRichards1997/-tg-station into Cybernetic-limbs
Conflicts:
	code/modules/mob/living/carbon/human/human_defense.dm
2013-11-26 22:03:26 -03:00
Giacom
a468abd766 Merge pull request #1812 from LaharlMontogmmery/Unanchored-AI
AI can now anchor/unanchor itself. Goes with Malf AI pinpointer tracking once it activates Delta for balance reasons. Please review/merge if satisfying enough.
2013-11-26 12:15:47 -08:00
Giacom
6757f8d248 Merge pull request #1878 from Zelacks/remove_original_atom
Removes unused variables
2013-11-26 12:12:27 -08:00
Giacom
0cb4d6ef3a Merge pull request #1898 from Nienhaus/Nienhaus
AI Statues Display fix Hal and Sal + "Dorfy"
2013-11-26 12:10:16 -08:00
Giacom
7070715b57 Merge pull request #1861 from Aranclanos/NinjaForcesay
Stop hitting yourself ninja
2013-11-26 12:00:52 -08:00
Giacomand
67e4e04da2 Adds a stat check for AI vocal announcements. Fixes #1908
Moves some other checks under input, as they could change after input is done.
2013-11-26 17:40:41 +00:00
Giacom
8235d519c8 Merge pull request #1852 from Aranclanos/HurrayMoreShitToMovementCode
Adding bullshit to movement code.
2013-11-26 00:34:13 -08:00
Nienhaus
18b5e1372a AI Statues Display fix Hal and Sal + "Dorfy"
Someone pointed out that they couldn't select it, I also noticed there
was one named "Dorfy" so I also added that. So now you select all three.
Thanks Adrinus
2013-11-25 02:53:45 -06:00
Robson Richards
75ff8338b8 Fixes bible spam
Fixes "r_arm" nonsense
Fixes appendicitis carrying over to robotic chest
2013-11-24 15:24:55 +00:00
Zelacks
c3e8fceefe Removes several more unused variables 2013-11-24 05:11:15 +08:00
Aranclanos
fe936e64a0 Fixed a runtime regarding stunning yourself with items that delete themselves once dropped. Hello ninja swords. 2013-11-22 15:37:35 -03:00
Aranclanos
e162235922 Meh.
Added some checks to see if the mob that you just pulled to a location still exists once it finished their step()
2013-11-22 03:37:26 -03:00
Aranclanos
089dba4390 Clientless aliens won't runtime anymore when they change their plasma levels. 2013-11-21 22:47:50 -03:00
Razharas
f37b32a18f Further sting improvements
Now to sting someone with active sting you alt+click them
In usual mode active sting do nothing
Clicking sting icon will deactivate the sting(hasnt removed the verb
however)
Now all monkifying will grant the monkeys what they can wear from their
previous form
Now all humanizing autoequips things from under you
(Done by Gia's suggestion, the quality is meh)
One more little change in icons
2013-11-21 23:10:56 +04:00
Razharas
e6eab9b7e9 Rewrote stings
Stings are now special cases of carbons' clicks
All the problems with stings-items were solved automatically by this
Clicking the ability sets your active sting
Currently active sting is shown on the UI
Changed sting icons to fit the UI
Clicking other ability will reset the active sting to the new one
Added "retract stinger" ability so you can get rid of any active sting
Added autoequip of items below you if you go from monkey to human form
as ling
Added commented-out greater form, just because
Monkeys now have chem counter in their UI just like humans
Monkeys have active sting icon in UI as well
Hope its not too much commits for one pull request
Also changed some of the previous additiong to ABSTRACT items in
show_inv
2013-11-21 20:36:08 +04:00
Robson Richards
ea7db2239d Adds a necessary check against surgeries on Robotic organs
Reworks limb surgery/limb augmentation.dm to use a Switch

Ignore changes to do with "Requires_organic_chest" I removed it, but since re added it as it was preventing an exploit
2013-11-20 18:19:22 +00:00
Laharl Montogmmery
b50b1d5633 Moved up Bump() in silicon.dm, and tested it.
According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.

A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.

AI don't have intents so they just get pushed.

pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.
2013-11-20 14:31:16 +01:00
Laharl Montogmmery
d008bbb5ff A lil' bit of commenting.
Who the hell reads those commit comments anyway?
2013-11-20 00:22:10 +01:00
Razharas
bb0ce713cb Abstract things stay in hand while on the ground
This means 2 things
1 - you can sting while stunned/weakened and so on
2 - if you are not stunned/weakened but lying - you can grab things
All this ERP potential
2013-11-19 10:04:02 +04:00
Razharas
bc6e79b041 The icons and some inventory change
Since my personal icons were considered ok by some people i used them
Added new one for poison sting and tiny tiny bit changed the older ones,
also proboscis is still there just because
Also now put_in_?_hand will check for ABSTRACT flag, things with it will
be put in hand anyway
With this even while downed you can sting someone if you are quick
enough to do it before sting gets deleted from your hand(100% hack but
whatever)
Things like not dropping items from hands completely and other stuff
cheri suggested to make after we switch to v500
If you will find any bugs just tell and ill fix them
Thats probably it, ive done everything i wanted and implemented
everything i was asked for
Now will hope this PR will be merged, would be sad to do all this work
for nothing
2013-11-19 08:24:56 +04:00
Razharas
0473985be4 Abstract items and show_inv, some other things
Abstract things now cant be neither seen in show_inv nor be interacted
there
Added abstract flag to golem armor so now only he himself can see what
he is wearing(seems reasonable to me)
Added my shitty spriting of proboscis and stings to icons/weapons, not
sure it is right play or do we ever need them at all
Actually changed changeling_powers to work with stingers instead of
proboscis, but dont want to push it yet, maybe people will want one
proboscis for all stings instead of separate stingers for each sting
2013-11-19 00:37:33 +04:00
LaharlMontogmmery
912399e756 Unanchored AIs can now be pushed and can bump. 2013-11-18 11:46:04 +01:00
Cheridan
c4a8fb5632 Merge pull request #1780 from Giacom/simple_animal_invis
Simple animals will now consider invisibility when attacking and choosing targets.
2013-11-17 23:25:17 -08:00
Razharas
64097d3acb Little fix post haste 2013-11-18 04:02:07 +04:00
Razharas
b7b45881b2 Made abstract a flag and other stuff
Everything that had abstract var now has ABSTRACT flag
Everything that checked abstract var now checks ABSTRACT flag
Fixed some runtimes
Fixed click code and face direction changing while cuffed
Added del to all attack_* of the proboscis in case shit goes real
AStar is still weird so added  a simple sanity check
2013-11-18 03:53:50 +04:00
Laharl Montogmmery
34d1a57243 AI can now anchor/unanchor itself.
Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.

Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and  can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!

Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.

"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :

1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.

So the intellicard will still show uses if this commit gets pulled.

Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
2013-11-17 23:09:06 +01:00
Robson Richards
e71ea3289e Merge branch 'master' of https://github.com/tgstation/-tg-station into 13/10/2013-Limb/organ-stuff
This probably broke everything... :(
2013-11-17 18:09:14 +00:00