Commit Graph

1881 Commits

Author SHA1 Message Date
ShizCalev
f2cea780aa Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 13:54:55 -07:00
ShizCalev
5d60f2d568 Merge pull request #43215 from AutomaticFrenzy/patch/throw-exception
Replace 'throw EXCEPTION' with CRASH or WARNING
2019-03-21 23:57:27 -04:00
ShizCalev
ebe3cb2442 Improve grammar on prosthetic limb repair message (#43204)
Repairing robotic limbs attached to yourself will no longer refer to you
in the third person.
2019-03-20 15:46:05 -07:00
Tad Hardesty
570a4da33e Replace 'throw EXCEPTION' with CRASH or WARNING 2019-03-19 23:09:24 -07:00
Dennok
d9065171a5 turbine_fix (#43052) 2019-03-15 11:26:10 -04:00
Tad Hardesty
197a311fd9 Fix some proc overrides missing their parent's kwargs 2019-03-11 21:15:26 -07:00
Menshin
a62dccb68d * Removed unusued variables (#42891)
* Generators now stop processing when they need
2019-02-26 01:16:54 -05:00
Tlaltecuhtli
cd8d4915c7 Tesla coil zapping no longer blows up everything (#42789)
the tesla_zap() didnt have any flags specified so it was using default settings
aka tesla's zaps
2019-02-19 23:33:21 -08:00
Vile Beggar
18802ff4e2 Tweaks lights to spark less (#42696)
* makes lights spark less

* applies cobby's suggestions from review

Co-Authored-By: VileBeggar <edmir995@gmail.com>
2019-02-08 16:32:38 -05:00
kevinz000
7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
Jordie
529b287312 Merge pull request #42320 from 81Denton/dusted
[Ready] Improves various supermatter messages
2019-01-18 23:22:30 +11:00
Tad Hardesty
143907226f Fix compile error in ethereal light handling 2019-01-17 22:02:02 -08:00
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
Jordan Brown
66d3edfaaf Merge pull request #42284 from Menshin/tgui_pacman
tgui'ed P.A.C.M.A.N interface + some minor fixes
2019-01-16 14:04:23 -05:00
Denton
87ae58ef08 Merge remote-tracking branch 'tgstation/master' into dusted
at least it's not a map merge conflict
2019-01-14 21:29:05 +01:00
Dax Dupont
b1c8a8c982 Fixes supermatter extraction again (#42326)
* WHAT THE FUCK YOU FUCKING MORON

* includes parts of dent

* let's talk about floyd with his dumb ass prs, who the fuck asks for or wanted hygiene except fart fetish lovers, seriously musk/body odor is one of the weirdest and shit fetishes there are why are we enabling floyd's fetishes my god man the maintainers are a disappointment jesus christ.
2019-01-14 09:48:26 -05:00
Denton
ffc1c52e73 Improves various supermatter messages 2019-01-11 13:52:40 +01:00
Menshin
2699d01b4f * tgui'ed *P.A.C.M.A.N generators interface
* fixed a potential runtime related to soundloop on generators explosion
* fixed being able to connect an unanchored generator to a powernet through node cable laying
2019-01-09 10:13:09 +01:00
hazamaitsuru
717bf9f117 Remove power cells from light fixtures (#42243)
* Light fixture power cells can be removed

* Cells are removed by hand

* Because cell removal is now possible, cell swapping has been removed

* tk

* requested changes made

* requested changes made
2019-01-08 09:54:44 -05:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
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
4b799f7c88 Powered broken lights occasionally emit sparks (#41660)
* Powered broken lights occasionally emit sparks

* Less demanding

* SECONDS define

* Slower and defines
2018-12-02 09:40:03 -05:00
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
Barhandar
c49064bf62 Makes magboots effective in preventing gravitational movement effects, fixes magboots not working for singularity pull, eases the chainstun effect of overcharged supermatter (#41583)
* I'm through accepting limits 'cuz someone says they're so

* Some things I cannot change but till I try, I'll never know!

* Too long I've been afraid of losing love I guess I've lost

* Well, if that's love it comes at much too high a cost!

* I'd sooner buy

* DEFYING GRAVITY

* Kiss me goodbye, I'm defying gravity

* I think I'll try

* DEFYING GRAVITY

* And you won't bring me down

* Unlimited
2018-11-22 18:38:49 -05:00
Jordan Brown
2e227d11ee Merge pull request #41602 from swindly/word_crimes
Fixes more word crimes
2018-11-21 09:44:00 -05:00
swindly
4bcd3cdc55 fixes word crimes 2018-11-19 17:56:59 -05:00
ShizCalev
e4a4f95942 Fixes autonaming APCs not supporting areastring 2018-11-17 04:03:09 -05:00
4dplanner
c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
oranges
6e040e51b4 Merge pull request #41459 from ShizCalev/error-data-corruption
Fixes a bunch of missing symbols
2018-11-14 22:16:51 +13:00
ShizCalev
ceae7b3d5f Restores supermatter shard stun (#41417) 2018-11-13 01:34:51 -05:00
ShizCalev
214eae8d82 Fixes a bunch of missing symbols 2018-11-12 19:05:02 -05:00
ShizCalev
597bf9b557 [s] Improves AI, turret, and door logging (#41327)
cl ShizCalev
admin: Fixed AI fingersprints not getting logged
admin: Fixed some door interactions not being logged at all.
admin: Turret control interactions are now in mob combat logs
/cl

Fixes #40203

Semi WIP. Good to merge for the most part, but I would like to add logging in a couple more spots.
2018-11-12 20:54:58 +13:00
ShizCalev
60133f90ab Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 14:24:12 -05:00
81Denton
c511c7fde1 [Ready] Machinery shows part upgrade stats (#40920)
cl Denton
tweak: Most upgradeable machines now show their upgrade status when examined while standing right next to them.
tweak: Added examine messages to teleporter stations that hint at their multitool/wirecutter interactions.
tweak: Renamed teleporter stations from station to teleporter station.
code: Changed the teleporter hub accurate var to accuracy; the old name misled people into thinking that it was a boolean.
/cl

Machines don't really give players feedback about upgrades, aside from machines like the cloner where new functions are unlocked. I'm adding examine descriptions that should help with this:
2018-11-04 14:50:38 +13:00
skoglol
b943c2f3f6 Adds load and excess to multitool power readout. (#41219)
* Adds load and excess to multitool power readout.

* removes a src.

Co-Authored-By: kriskog <33292112+kriskog@users.noreply.github.com>
2018-10-31 14:30:49 -04:00
Kierany9
be0e1113fa [s] This PR brings shame to my family (#41193)
* I HAD ONE JOB

* ONE GODDAMN JOB
2018-10-28 23:23:28 -04:00
Kierany9
ba68905e49 Modifies the electrocution damage cap and scaling (#41103)
* zippity

* zappity

* brainlet
2018-10-27 13:01:19 -04:00
Seagleb
88d3942339 Fixes Supermatter Shard being hidden behind objects (#41107)
* Fixes Supermatter Shard hiding behind objects.

* Fixes Supermatter Shard hiding behind objects.

* Adds define for Supermatter Shard Layer

* added define for Shard layer

* Used default above mob layer define instead
2018-10-25 17:14:36 -04:00
Denton
7e2d953b70 Deep storage bunker fixes and tweaks 2018-10-23 09:14:31 +02:00
BeeSting12
e51d8d173c Makes the prices more reasonable. (#40532)
* flashlight

* YouTool check

* bar vendor

* shadycigs and kitchen

* engivend

* subject217s autodrobe stuff

* vendomat and botany

* merge conflict

* megaseed vendor

* emergency nanomed is down to 25

* medical vendor
2018-10-12 15:04:03 +02:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
vuonojenmustaturska
a287380797 Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 14:28:28 +02:00
81Denton
acfe2a2c01 [Ready] Light bulbs shatter and hurt players when stepped on, spill plasma if rigged (#40625)
* v1

* Fixes code, lights spill plasma if rigged

* Yeah let's not do that
2018-10-05 02:10:47 -04:00
ShizCalev
1c3fe23e7e Adds icon for underpowered emitters (#40629) 2018-10-03 17:57:26 +03:00
ShizCalev
7cd395eb02 Fixes pacman power output not using displaypower (#40644) 2018-10-03 13:14:25 +03:00
Emmett Gaines
940cd92824 More orbit fixes (#40557)
Attempt 2 at fixing the remaining bugs with orbits

Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.

fixes #40544
fixes #40522
2018-10-03 10:05:09 +13:00
ShizCalev
06049ceae8 Fix new lights not respecting nightshift status (#40617) 2018-10-01 17:15:27 -07:00
ShizCalev
b7739a4a23 Standardizes bomb logging (#40474)
Fixes #39976

A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs.

Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.
2018-10-01 15:03:00 +13:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
Emmett Gaines
31914a594e Componentizes orbiting (#40433)
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl

Goodbye SSorbit you ticking piece of shit

This also gives update_sight a signal so wisp code isn't hardcoded into it.
2018-09-25 18:23:27 +12:00