Commit Graph

812 Commits

Author SHA1 Message Date
XDTM
826c9b3df5 Allows beheading in hard crit (#39491)
* Allows head cutting in hard crit

* better check
2018-08-01 14:53:43 -04:00
Emmett Gaines
418ea4fa2a Fixes redirect component transfers (#39290) 2018-07-24 21:03:53 +02:00
Grandmother of 50
90a1b8c363 Mood Code Improvements [Merge-Ready?] (#39075)
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing


Remember higher sanity is BETTER

You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).

Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
2018-07-20 11:33:00 +12:00
Time-Green
aba162f350 Medical Machinery: Organ Harvester (#39064)
Adds an organ harvester. It's a machine. A human goes in, and the machine starts removing organs and limbs and ejects them right next to the machine. The process can be stopped at any time by either disabling power or prying it open.

The machine does not work if the subject has clothes or appears alive. The health scan can be disabled by emagging, but they'll still need to be naked.

It consists of 4 micro-manipulators, each tier making it faster, but it shouldn't ever really go below 2.4 seconds for every iteration, barring magic fuckery


It's basically a slower acting gibber, but it preserves all limbs and organs.
Useful in conjunction with either a limb grower, bounties, extra food, organ replacement or for something yet to come
2018-07-20 11:30:55 +12:00
XDTM
43184b87a5 Limb damage rework (#38436)
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.


Fixes #38445


Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
2018-07-17 20:34:02 +12:00
AnturK
faca150c53 Makes damage precision explicit 2018-07-14 19:48:46 +02:00
Qustinnus
284f90a3ab Makes some requested changes to mood (#38851)
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl

oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
2018-07-08 13:50:54 +12:00
Trevor Serpas
bee0b5b2c3 Afterattack() Signal (#38606)
* adds signal and modifies each call of afterattack to call it's inherited proc

* uses new macro for sendsignal()

* map fuck

* skip precommithooks

* combine and negate 2 ifs
2018-07-07 02:00:25 -04:00
FrozenGuy5
dfb0a09058 Fixes nitryl gas not applying its effects. 2018-07-02 23:13:29 +01:00
XDTM
162a2539b6 Changes the nutriment implant pump organ slot (#38801) 2018-07-01 13:56:36 -07:00
BlueNothing
81ea04a662 Grabber and Cavity Implant Interaction Nerf (#38748)
* Shrinks the internal cavity, allowing only singletanks, small, and smaller items to be implanted in the chest (heavily nerfs 'chestgun' circuits). Additionally, prevents circuits from grabbing or throwing in storage implants. As part of this change, grabbers can now hold items up to assembly size (shouldn't be problematic, since they cannot hold TTVs or two-handed weapons, and can no longer function inside of a storage implant).

* Un-nerfs cavity implants, while preventing medium circuits from functioning as storage implants or chestguns.

A later PR soon should add logging for throwers and examine text for implanted small weapon circuits.
2018-06-29 19:19:06 +03:00
ShizCalev
89752866aa Merge branch 'master' into spellcheck 2018-06-26 16:43:41 -04:00
ShizCalev
f338f09207 Cleanup & corrections 2018-06-20 21:57:17 -04:00
ShizCalev
ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
AnturK
041199e8a3 Fixes alternative method of removing legcuffs. 2018-06-18 13:08:36 +02:00
ninjanomnom
d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
vuonojenmustaturska
c65a99f130 Move NODROP_1, DROPDEL_1, ABSTRACT_1 and NOBLUDGEON_1 to item_flags where they belong (#38171)
* (mostly) nodrop

* (mostly) dropdel

* (mostly) abstract

* nobludgeon

* things i missed

* forgot one

* unintended changes

* energy handcuffs
2018-06-01 11:36:31 +02:00
ShizCalev
c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
vuonojenmustaturska
d335a0fd05 Make typecache checks twice as fast, stop using single-type typecaches where appropriate (#38075) 2018-05-28 16:31:30 -07:00
vuonojenmustaturska
1eccbcca18 Adds an EMP protection component, allowing ANYTHING to be protected from EMP (#37671)
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like

This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
2018-05-22 11:38:02 +12:00
Nich
b011d24fe1 Replace nauseous with nauseated (#37927) 2018-05-21 01:05:57 -07:00
Dax Dupont
02c0581b96 [s] Fixes bioware surgery exploit (#37860)
* Fixes bioware surgery

* my ass must blast
2018-05-16 22:34:08 +03:00
XDTM
aa782fffd2 [s] Hallucinations 4.0 (#37423)
No ingame changelog cause these are supposed to fool people.

Changes:

    Hallucinations now pick from a single weighted list, instead of being separated in tiers. The more obvious a hallucinations, the less likely it is to appear.
    Hallucination is now a contantly ticking down variable. 1 hallucination = 2 seconds duration. Hallucinating effects have been rebalanced to fit this.
    Hallucinations have a random cooldown ranging from 10 to 60 seconds. The status will still tick down in the meantime.
    The Sounds hallucinations has been split in three: realistic sounds (likely), weird sounds (rare), and station messages (i.e. the shuttle arrived, blob warning, etc.)(also rare).
    The Bolts hallucination now stops you from bumping doors open. You can still click them to open them.
    Removed the singulo hallucination. It's pretty much impossible to make it realistic enough, and it's too widely known to scare someone. It's an annoyance and a definite tell that you're hallucinating.
    Removed the xeno attack for the same reasons. It was kept in the code to serve as a pseudotemplate for hallucination mobs.
    Removed the fake attacker hallucination. Trying to replicate full attack and defense code as well as managing icon generation with blacklists and all is just not worth it. It would never be realistic enough.
    RDS hallucinations have been either rolled into normal ones or removed (the OOC ones). No reason to keep them separate, aside from throwing off the hallucination odds (which has resulted in complaints about the cult victory warning being too common).
    Added/edited a lot of strings for the text-based hallucinations. I could definitely use a few more for the message hallucination, i got writer's block there.
2018-05-10 09:15:46 +12:00
ShizCalev
ba1030f803 Makes more messages pronoun sensitive (#37582)
* Makes more messages pronoun sensitive

* Some cleanup

* more pronouns

* rever
2018-05-03 18:45:55 -04:00
Armhulen
d4413fafcb Plasmamen organs GET sprites! (#37595)
* DONE

* initial

* Removes random slashes
2018-05-02 22:20:15 -04:00
vuonojenmustaturska
3eb30b16f3 Replaces HEALS_EARS_2 with a component, adds a wearertargeting parent component for future use (#37530)
code: HEALS_EARS_2 is removed in favor of the earhealing component

code: wearertargeting component is available to subtype for components that want to target the wearer of an item rather than the item itself
2018-04-30 10:32:59 +12:00
ShizCalev
df8d58bf66 Fixes missing augmentation hands (#37373) 2018-04-27 03:41:56 -04:00
AnturK
62c932207c Fixes autosurgeon icon (#37402)
* Fixes autosurgeon icon

* Duh
2018-04-24 16:02:57 -05:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
kevinz000
62a6825ad6 args 2018-04-14 13:50:00 -07:00
Dax Dupont
3efe335958 Liver fixes (#37175)
* Rebalances lethality and adds a traitcheck

* Moves borg reagent to other_reagents since these shouldn't do damage at all and are hardly toxins

* Lower it more because this is probably gonna hurt a lot real fast

* Naku's suggestion

derp

Thanks cobby

readds this check

almost nerfed cybernetic livers oops

Aaaaaa
2018-04-13 20:39:47 +03:00
Winterous
f26f7ef7dd Forcing the human liver to actually do its job v2 (#37032)
* Update liver.dm

* Update liver.dm

* Update liver.dm
2018-04-11 17:33:12 +03:00
Tad Hardesty
80570931d1 Fix various macro consistency problems (#37092) 2018-04-11 13:20:57 +03:00
ShizCalev
485efbd338 Fixes mutant bodypart assignments (#36816)
* Fixes mutant bodypart assignments

* comment
2018-03-30 21:42:00 +03:00
iksyp
46b11fbba6 Night vision goggles no longer cancel out thermal eyes (#36609)
cl
fix: night vision goggles no longer overwrite thermal eyes. nvg eyes no longer overwrite thermal goggles.
/cl

fixes #35921
2018-03-28 10:12:02 +13:00
vuonojenmustaturska
045192b3cf Merge pull request #36636 from ShizCalev/robo-limb-shake-message
Fixes prosthetic limbs injury messages
2018-03-27 20:59:13 +03:00
vuonojenmustaturska
a6c9a2280f Merge pull request #36617 from ShizCalev/logging-cleanup
Improves some logging legibility
2018-03-27 20:56:39 +03:00
XDTM
7d9152bbb3 Logs abductor chat (#36713) 2018-03-26 03:33:10 -04:00
kevinz000
4a23703622 Combat Overhaul Staging: Limb Specific Stamina and status effect clickdelay modifiers! (#36274) 2018-03-23 12:36:35 +01:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
ShizCalev
56d7a53702 Fixes prosthetic limbs injury messages 2018-03-23 01:33:58 -04:00
ShizCalev
79b59c5471 Improves some logging legibility 2018-03-21 23:37:00 -04:00
Tlaltecuhtli
996b24bcc4 fixes #36538 (#36539)
Removes toolarm prefix from toolarm surgery tools.
2018-03-21 17:14:02 -04:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
Qustinnus
4911991f70 [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
2018-03-18 19:48:50 +13:00
SailorDave
8168146809 🆑 SailorDave
tweak: The names of Surgery Disks now match their type of surgery.
/🆑
[why]: Fixes https://github.com/tgstation/tgstation/issues/35888
2018-03-13 19:53:52 -04:00
Armhulen
84d4b3aae6 Mushroom people, revived! (#35858)
* caps fixed, small other fixes and mushpunch

* honey, i fixed the bugs!

* STUPID YORII DUMB GIRL STINK LEAVE

* boolean is such a fun word

* zoinks

* F_XED

* fixes part 2

* TRUEs and FALSEs

* don't drink and code boys unless you're goofball or like maybe kor

* for entirely different reasons i mean

* at what point is goofball too drunk to troll but not drunk enough to shitcode

* cool your jets, travis.

* what a TRAVIS-TY

* mush added to yet another blacklist!
2018-03-07 21:34:56 -06:00
Qustinnus
5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00
Cruix
dedf5f5ed9 Disease antagonist (#35988)
* Virus antagonist initial commit

* Updated disease code

* Sentient virus improvements

* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances

* Added sentient virus event

* Renamed VIRUS defines to DISEASE defines

* Fixed bugs in rewritten disease code

* Fixed advanced disease Copy()

* Finalized disease antagonist

* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.

* Added better icons to sentient disease abilities
2018-03-05 13:55:10 +01:00
XDTM
3369627000 Adds the Ancient Cloning Lab ruin (#35976)
* code bits

* map bit

* template, some changes

* var cleaning

* Lore friendly desc

* Removes brine, uses traits instead

* fix
2018-03-05 01:09:46 -06:00