Commit Graph

33715 Commits

Author SHA1 Message Date
Couls
622e7718dc Fixes gorillification for radiated monkeys (#56633) 2021-02-05 01:09:12 -08:00
Ryll Ryll
293c9a4add You can now remove embedded objects directly with a hemostat (#56637) 2021-02-05 01:08:19 -08:00
MrMelbert
a4237475af Unit tests harvesting plants from hydroponics trays (#56335) 2021-02-04 19:40:36 -08:00
tralezab
c16e314815 You can no longer enter jaunt in NOJAUNT areas (#56604) 2021-02-04 19:05:32 -08:00
MrMelbert
9b0c2e771e A Big Hydroponics Update: A Rose by any other name (2 new plants, 4 new traits, new genes, and more!) (#56024) 2021-02-04 18:36:10 -08:00
tralezab
19bd1e64a6 Revives old Mafia PR adding security, a mind bogglingly large amount of refactors, some documentation, and other niceities (#56199) 2021-02-04 18:34:50 -08:00
esainane
4142984073 Clarify Temperature Gate description (#56611)
There is apparently some confusion where people were under the impression
that the gate allows gas to move bidirectionally once open.
2021-02-04 13:09:29 -08:00
silicons
e06bc80172 [s] Sanitizes modular console ID edits (#56657)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-04 12:45:15 -08:00
Fikou
675883f38b simple animals no longer reset their icon file on death (#56538) 2021-02-04 01:16:51 -08:00
Mothblocks
de442458ba Dynamic 2021 (#56221)
About The Pull Request

Dynamic 2021, among much other things, splits the threat level into two separate budgets, one for round start and one for midround/latejoin. You can read the design doc, plus methodology and charts here: https://hackmd.io/@tgstation/S1C4dYJkO.

To server owners: this is incompatible with current dynamic.json configurations. This is not just because some fields have different values now, but because the older values are not balanced towards this system.

Inidividual list of changes (as I remember them):

    Threat level is now split into two separate budgets, one for round start and one for midround/latejoin.
    In TESTING, you can now run dynamic simulations to see the roundstart picks.
    antag_cap is now based on an equation rather than a fixed list of antags per indice--the old system is not scalable. You can now pass it either a number for a fixed constant, or a list with "denominator" and an optional "offset" to fit the equation ceil(x / denominator) + offset, with x being population.
    Midround/latejoin timers are now vars on /datum/game_mode/dynamic itself, and thus can be configured by head admins per server.
    Removes some older, as far as I can tell completely unused admin tools relating to dynamic.
    autotraitor_cooldown is now properly respected from config, and is based on an exact time rather than on ticks (450 used to be 15 minutes, now it's just 15 MINUTES).
    The rulesets dynamic chooses are now in a dynamic.json file in round logs. Relies on tgstation/tgstation13.org#64 to be public.
    Adds more logging to the autotraitor ruleset for admins.
    Midround/latejoin chance modifiers are now configurable.

Labelled "Do Not Merge", as the design doc outlines the specific playtesting schedule I would like to perform.

    Note to self: Remove the custom MOTD before merge.

Why It's Good For The Game

(Copied from design doc)

Dynamic currently dumps as much threat as it can into round start threats. This means that rounds at ~50 threat can have an absurd amount of antagonists round start, while leaving very little threat for midround/latejoin antagonists. What inevitably happens is just one of those picked decides to murderbone, leading to the inevitable 20 minute shuttle call. Furthermore, once those antagonists are dead, Dynamic doesn’t have any threat left to spend on new antagonists that keep the round flowing, promoting the mentality of “antags dead, I’m bored, let’s leave”.

The proposed solution of Dynamic 2021 is to split threat level into two separate budgets, one for round start and one for midround/latejoin. This split, like threat level, will also be done on a lorentz curve–meaning that while most rounds will have them evenly split, there is still the possibility of chaotic high antagonist round start rounds, or the possibility of a midround onslaught.
2021-02-04 10:06:11 +01:00
AnturK
a1c11adb41 Aquarium fish improvements (#56573)
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-04 00:55:18 -08:00
Time-Green
b4c6a49eed Fixes maint pill score not being tracked (#56539)
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-04 00:43:30 -08:00
Fikou
efbb133167 Adds powerup system, refactors ctf pickups and powerup mine subtypes into it (#56605) 2021-02-03 23:46:08 -08:00
Jack7D1
8c44c500e8 New flight potion wing sprites for moths (#56412)
Wing sprites are courtesy of Papaporo Paprito over on Fulpstation!
This PR adds a second sprite for flight potion wings for moths.
A new system is implemented to make this possible, using radial menus.
2021-02-04 01:36:45 -03:00
Qustinnus
63399f90ee removes the test-merge only code from the combat mode commit (#56634)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-03 19:55:38 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
Kylerace
4802c43165 Fixes Several Holodeck Infinite Materials Exploits (#56587) 2021-02-03 15:43:54 -08:00
ATH1909
610c88afd7 cyborg disablers and cyborg t*sers are now emp-proof like the other cyborg-mounted energy-based guns are (#56481) 2021-02-03 15:34:35 -08:00
necromanceranne
1611aaa70a Pipeguns: Elitism Edition (#56322)
About The Pull Request

The core of the PR:

The improvised shotgun that was is dead and removed.

Now we have Pipeguns. Pipeguns are bolt action rifles that have a damage multiplier that reduces their damage to 75%, and can be modified to fit the rare 7.62mm bullets. If you want to that is.

The pipegun also slowly increases in misfire probability for every shot at a rate of 5% per shot.

Pipeguns can also be upgraded to Regal Pipeguns. These contain more bullets, don't misfire and don't have a damage multiplier. To acquire one is a maint secret, only available to lucky assistants who come across the diary of a dead assistant. The probability of finding the book is quite, quite low.

Bandoliers now fit individual 7.62mm. Because why not. Currently they're available in stripper clips that fit into most combat belts so this is mostly a style preference at the moment

Other shit

Ammo modification and misfire behaviour is now generalized to all ballistics. You can now make any gun misfire and any internal magazine gun swap ammunition.

Misfires are not a flat chance. Instead, they increment as the gun fires over time.

Ports over this PR Citadel-Station-13/Citadel-Station-13#12274 which I felt was pretty neat conceptually for making some weapons weaker.

Makes the icemoon hermit's mosin into a regal pipegun, just to get mosins out of easy access.
Why It's Good For The Game

Improvised shotguns were one of my favourite weapons to horribly abuse while they were utterly broken a nice alternative, but I fully support moving towards curbing gun power curve. Part of that should include looking at improvised weapons like this which are seeing considerable usage with the removal of buckshot and slugs.

Initially I wanted to pair this with a PR of my own to bop Mosins on the skull along with it, but #56319 is already doing that, and while it's a very lenient approach to my own (I was going to remove them entirely from cargo), I respect it.

Changelog

cl
add: Replaces improvised shotguns with Pipeguns (with a special variant for those willing to go through arbitrary bullshit to acquire it and sheer good luck).
add: Now all guns can be set to misfire and swap ammunition.
add: Misfire chance is incremental as you fire the weapon, and not a flat static chance. This can be reset by using a piece of cloth on the gun and 10 seconds of cleaning.
balance: This has been applied to the detective revolver, but it only increments while using .357 bullets.
add: Guns can have damage multipliers attached for the bullets they fire. The pipegun (but not the regal version) is the first example with a 75% damage output.
balance: The Ice Hermit now has a regal pipegun instead of a Mosin Nagant.
balance: The bandolier fits 7.62mm.
balance: You can construct receivers and rifle stocks in the crafting menu.
balance: Detaches the magical rifles from the boltaction subtype, since they are just basically not using any variables attached to that subtype and made from a series of early returns.
/cl
2021-02-04 11:37:01 +13:00
Jordan Brown
7a4f7eff51 Bump DMAPI to 6.0.2 (#56543)
Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
2021-02-03 14:24:53 -08:00
LemonInTheDark
9a47ed2d89 Fixes space vines dying instantly to gas movement (#56567)
I mistakenly copied over space vine code in #55604, and assumed that the default mutation had some sort of cutoff for heat. I was wrong.

Fixes #56552
2021-02-03 17:23:20 -05:00
NotRanged
ec83d8a2ec Makes emitters hitscan (#56579) 2021-02-03 13:33:57 -08:00
necromanceranne
98642bfe97 Changes fireman carrying from a trait on gloves to a skillchip (#56593) 2021-02-03 13:31:01 -08:00
necromanceranne
1bfcf2a02c Duffelbag Curse: Sane Edition 2: Melee? (#56438)
* Makes duffelbag curse less cheesey and more for what it was intended to do by limiting the number of bags you can have forced on you

* Makes casting the spell a whisper. Because putting duffelbags on sec while disguised sounds really funny.

* Makes duffelcurse equivalent to the blind spell in cooldown and cost
2021-02-03 13:27:01 -08:00
Fikou
c4f9a86bdb adds vars for damage done by temp on simplemobs (#56572)
instead of heat and cold damage being handled by unsuitable_atmos_damage, instead its handled by unsuitable_heat_damage and unsuitable_cold_damage
if these vars arent set on the mob, they are set by default to the value of unsuitable_atmos_damage
2021-02-03 00:06:56 -08:00
Low3
391c0f9f18 Fixes unicode rendering in Admin>Secrets>Admin Log/Show Admins (#56528)
* Update secrets.dm

* Update secrets.dm

* Update secrets.dm
2021-02-03 07:50:52 +01:00
LemonInTheDark
20d2fb6787 reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
2021-02-03 06:27:53 +00:00
LemonInTheDark
dd6cea82d9 Reverts the recent config changes (#56606)
* Revert "Fixes included config files not loading (#56602)"

This reverts commit 0749b322f6.

* Revert "Adds configuration consistency tests (#56562)"

This reverts commit 4f44014e25.
2021-02-02 22:14:47 -05:00
Qustinnus
8431161eb7 you can no longer put things in a griddle wrong (#56557) 2021-02-02 13:23:25 -08:00
Jordan Brown
4f44014e25 Adds configuration consistency tests (#56562)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-02 13:22:52 -08:00
Gamer025
db0dd61a96 Fixes emote runtime / changes how emotes work for ghosts (#56519)
* Fixes / refactors emotes

Crack emote no longer runtimes
Ghosts can use help emote
Exhale / inhale emote only work for living
Move beep emote living subtype
Help emote no longer tells you that you can't use it

* Remove var in arguments

Lint

* Replace loop with join
2021-02-02 21:30:13 +01:00
Fikou
f20894b7db fixes wizard corpses not having beard (#56574)
"long beard" is not a beard option
replaced it with Beard (Very Long) which is the same thing
adds vars for corpses to set their hair colors
makes wizard have white beard
2021-02-02 15:12:35 -03:00
NotRanged
2c12e87256 Cleans up blob code, removes a lot of hardcoded stuff, many new defines (#56306)
Cleaned up, commented on, and (hopefully) improves a lot of blob code.
Put pretty much everything balance-related (except for the strains themselves) into a define file, for easier viewing, changing, and balancing.
Added a bunch of new functionality that new strains (some of which I plan to add in the future) could use: from increased expansion range to more spores per factory.
2021-02-02 14:20:28 -03:00
Tlaltecuhtli
e662841936 fixes to holy explosion and the spawned nades (#56424) 2021-02-02 17:49:46 +01:00
Jordan Brown
d45477f79c Use a dummy include to indicate TGUI isn't built (#56470) 2021-02-02 12:29:47 +02:00
esainane
cec4dcce27 BZ Formation: Respect BZ_RESEARCH_MAX_AMOUNT (#56529)
You can still produce points at a decent rate. This stops someone
that managed to thread the needle to extremely low pressures while still
meeting mass requirements from making half a million points per second,
though that did require maxed out parts.
2021-02-01 12:54:15 -08:00
ArcaneDefence
602b094a37 Makes augmented limb icon_states agender (#56527) 2021-02-01 21:52:04 +01:00
Andrew
f4f754cd2a Nanite programs with triggers won't ignore rules (#56516)
* Added condition check to the trigger function

* Reversed the statement

* Updated the comment
2021-02-01 21:44:43 +01:00
Gamer025
bc31848af3 Fix 2 wendigo runtimes (#56540)
Fixes 2 wendigo runtimes:

- When the wendigo tries to teleport to you but there is no location to teleport it would runtimes because the code tried to pick from a empty list
- The wendigo scream message used capitalize which is not needed and also runtimed, since capitalize expects a string not some object
2021-02-01 13:54:42 -05:00
Fikou
fbcc11e8c2 Fix simplemob runtime (#56541)
Handfeeding dead simplemobs no longer runtimes.
2021-02-01 17:18:44 +00:00
Son-of-Space
222e0138e2 Add the PubbyStation Monastery as a purchasable shuttle (#56234)
This commit will add a slightly modified version of Pubbystation's
Monastery to the list of available emergency shuttles, becoming the
most expensive shuttle to buy at 250 times the crate price (Defaults
around 50,000cr)

This shuttle will cause significant damage and fully showcase the
absurdity of the Monastery's size by providing an up close and
personal, interactive comparison. PubbyStation's monastery will be
forever preserved.
2021-02-01 17:16:35 +00:00
Andrew
016ec5f523 Ability to select the logic for Nanite rules (AND, OR) (#56542)
Added a button to the Nanite Cloud Controller Rules UI with two states:

- Meet all (default) - all rules must be met to run the program
- Meet any - any of the rules must be met to run the program

This change doesn't impact the default rule behavior, but gives an
ability to create more flexible rule setups when needed.
2021-02-01 17:03:40 +00:00
coiax
c09947624f Move origin of chef CQC to skillchip (#56437)
One more intrinsic property of a job that has been moved to an
extrinsic, that won't likely affect many rounds, but now makes more
aspects "lootable".
2021-02-01 10:38:17 -03:00
Kylerace
ca7b419dea Turbo fix for holodecks not clearing previous programs under live server lag (#56566)
Fixes #56561
the holodeck control console now returns if the previous program still has not finished loading in, so it should now be impossible to have two concurrent load_program() processes running at the same time and thus programs should not overlap under lag. tested locally with around 80% time dilation and 0 holodeck cooldown while spamming the fuck out of loading simulations
2021-02-01 09:50:16 -03:00
Tlaltecuhtli
6a0f58d83b ssdads (#56441)
qol as you are gonna check the name of the dude anyway with pda while the input window is open and then missclick into the captain, with this you dont have to
2021-02-01 00:41:20 -08:00
vincentiusvin
2a15650455 Trit & H2 Consistency Fix (#56265)
Make the reactions for trit and h2 fires more consistent with other gas reactions
2021-01-31 23:13:40 -08:00
小月猫
d48f2a022d Fixes thermomachine power bug (#56261)
fixes #56257 .... Gilkher when he made thermomachines he didnt add in not a single check to make sure the machine actually had power to use, so was able to be used in space, with no power, so long as the machine was on. I simply added the proc that processed its gas contents behind a simple check to ensure it has power, isnt broken, and the maint cover is closed. if one of those is true, it will turn the machine back off and set power usage to 0

Before the fix:
https://user-images.githubusercontent.com/40489693/104986520-28165d00-59e1-11eb-9402-a883baa61dea.mp4

After the fix:
https://i.gyazo.com/3e3392095797a8ffc78178504117be8e.mp4
2021-01-31 21:13:48 -08:00
小月猫
74cbd6580c fixes rod duplication bug with reinforced floors and disposals (#56246)
fixes the infinite rod bug where disposal pipes ejecting things under a reinforced floor will break off a rod, but not actually remove the reinforcement, allowing for loops to get infinite rods and by extension metal material. this forces reinforced floors to break when this occurs

if people make a new tile that this doesn't want to be forced they can code it, i ran into some issues about actually spawning the stack item not working properly regardless of checks about whether the floor can pop or not, so its just going to be forced at all times
2021-01-31 19:33:22 -08:00
HugoOdaX
4e2ffd1338 Makes blast doors/shutters and blast door controllers buildable and deconstructible (#56486) 2021-01-31 12:53:00 -08:00
MrMelbert
6b809575c6 The Seed Extractor now vends into hands if possible (#56508) 2021-01-31 12:51:47 -08:00