Commit Graph

1074 Commits

Author SHA1 Message Date
Cheridan
ad6fa779b5 Merge pull request #1446 from Ricotez/airlockpainterfixes
Fixes and improvements to airlock painters.
2013-09-30 19:15:30 -07:00
Ricotez
5bd1a5bde7 -The airlock painter now shows a message when initially used on an airlock and out of ink/toner cardridge.
-Codewise the functionality of airlock_painter/use() was divided between two procs. Use() still works the same, but can_use() only checks if the painter can be used, without draining ink or playing sounds if it can.
2013-09-30 01:38:31 +02:00
Ricotez
b012829467 -Fixed being able to open the paintjob selection window and just walking away to paint the airlock from a distance.
-Fixed a few runtimes that could occur if the toner cardridge were removed while the paintjob selection window is still open.
-If you remove the toner cardridge from the airlock painter, it will now try to be put in your hand before falling to the ground.
2013-09-29 17:40:41 +02:00
Aranclanos
4ba95ec038 Merge pull request #1425 from RobRichards1997/21/09/2013-Engiborg-Floortiles
Gives Engiborgs Floortiles
2013-09-28 15:43:58 -07:00
Aranclanos
c219c9e4ba Merge pull request #1405 from Incoming5643/toyAI
Adds a toy AI to the arcade machine prize list
2013-09-28 14:58:53 -07:00
Aranclanos
6d87e5a11d Merge pull request #1389 from KazeEspada/computers
Cleans up computer code severely.
2013-09-28 14:48:42 -07:00
Cael Aislinn
4ea0fe35b0 Merge pull request #1469 from Ergovisavi/ergo_mobs_on_fire
Mobs on fire: The return: The reckoning
2013-09-28 10:00:24 -07:00
Ergovisavi
3bd07c39de Swapped extinguishers back to their default value. We'll see how it plays out. 2013-09-28 09:49:53 -07:00
Incoming5643
705786b482 Cleaning up (2/2) 2013-09-26 12:50:37 -04:00
Incoming5643
9035fa97de Cleaning up (1/2) 2013-09-26 12:49:38 -04:00
Ricotez
09663b8507 -Removed an unnecessary typecast and duplicate function call from the airlock painter code. 2013-09-25 11:59:49 +02:00
KazeEspada
da5ff1aca6 Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-24 14:07:51 -07:00
Ricotez
2668f82633 -You can now remove the toner cardridge from an airlock painter by clicking on the painter in your hand.
-You can now install a toner cardridge into an airlock painter by clicking on it with the toner.
2013-09-24 22:33:32 +02:00
Ricotez
0882d41574 Fixes and improvements to airlock painters.
-Airlock painter can now be used on finished airlocks to change their paintjob. Keep away from the Clown.
-Airlock painter description up to standards. It still shows the current ink level.
-Fixed a bug with painting airlock assemblies where painted glass airlocks deconstructed to assemblies reconstructed to airlocks would lose their glass status.
-Airlock painters now make a sound (effects/spray2.ogg) when used to paint an airlock.
2013-09-24 21:31:39 +02:00
Robson Richards
50c5e7ee74 Cleans up the new cyborg floortile, Thanks for spotting it Aran! 2013-09-24 15:55:06 +01:00
Incoming5643
249ac94c59 Took the blink out of gift wrapper 2013-09-24 01:17:13 -04:00
Cheridan
87ed1a2e1f Merge pull request #1417 from fleure/janitor
Janitor PDA now locates the cart, removes old bucket locator
2013-09-23 21:17:41 -07:00
Malkevin
8f08a2e13f Updated the proc to allow it function on objects other than the target.
Changed PDAs to use the proc
2013-09-24 00:27:43 +01:00
Malkevin
08a8884b0c Merge branch 'master' of https://github.com/tgstation/-tg-station into radcollectors 2013-09-23 22:45:28 +01:00
KazeEspada
27bc778449 Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-23 13:37:00 -07:00
Incoming
75d9092940 Changes the cooldown on toys to use spawn
Removes blink toys from the code. RIPiss
2013-09-23 14:41:54 -04:00
Aranclanos
f887f57511 Merge pull request #1412 from Rolan7/RainbowSwords
Rainbow swords
2013-09-23 01:36:10 -07:00
KazeEspada
38d7374bc2 Makes circuits into type paths. Dna modifiers had a bad string that showed up when converted into a type path. Power monitors are now actually computers. Makes smashing computers red. 2013-09-21 14:41:50 -07:00
Cael_Aislinn
772acc95c4 mobs on fire system, by ergovisavi
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-09-22 04:59:48 +10:00
Robson Richards
4995b64c18 Moves the plasteel/cyborg into plasteel.dm, works the same, Convenience 2013-09-21 17:27:39 +01:00
Robson Richards
6dba8dec10 Gives Engiborgs Floortiles
Rechargestation is set to replenish them aswell
2013-09-21 15:51:19 +01:00
Fleure
760589cd35 Janitor PDA now locates the cart, removes old bucket locator 2013-09-21 01:21:13 +01:00
Rolan7
04fbcb4104 It's now hacking via multitool instead of emagging via emag... maybe people will actually do this (: 2013-09-20 13:12:30 -04:00
Rolan7
6dcd952be9 Removed optional use of .src for Aranclanos 2013-09-20 11:06:36 -04:00
Rolan7
d2d664a193 Used Aranclanos's code for combining swords without dropping both hands! Re-added the icons to the fresh DMIs. Self-testing found no issues, this is ready for someone to approve. 2013-09-19 18:49:32 -04:00
Malkevin
ce0828c600 Radiation Collector analyzing
Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)

Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars)
You can also use them on pipes to check gas levels (yay no more pipe meters)

Codewise, the several inconsistant instances of the analyzer code have been moved to a single proc. The following have been converted to use this:
-Pipes (they didn't have this before. Also changed the attackby code to be less dumb...)
-Pipe tanks (you know those big ones in maint everyone forgets about)
-Portable Atmospherics (canisters, air pumps, scrubbers)
-Flamethrower
-Tanks
-And now collectors
2013-09-19 22:15:11 +01:00
Rolan7
46b2b122c2 Should bring admins.txt in line with tgstation upstream, and the icon files match the upstream ones too. The icon files do still need to be edited, of course. 2013-09-19 15:46:35 -04:00
Rolan7
7b9e32c0da Merge branch 'master' of https://github.com/tgstation/-tg-station into RainbowSwords
Conflicts:
	code/game/objects/items/weapons/twohanded.dm
	config/admins.txt
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2013-09-19 14:31:05 -04:00
Pete Goodfellow
26088805b8 Fixes #121. 2013-09-19 15:54:02 +01:00
Incoming
a8e4e185ae Adds a traitor item ToyAI that can upload the last ion law it generated via an upload console. Note that this is NOT a normal ToyAI that has been emagged, but rather an upload board mimicing a ToyAI (with a tell in the description).
This ToyAI has been added to the AI subversion bundle, note that since a traitor with this bundle already gets a hacked AI module there's no added benifit to it being there, its just for whimsical traitors who'd enjoy adding a little spice to the AI or false flag the changes as a badmin ioning an AI.
2013-09-19 01:15:39 -04:00
Incoming
a11b75f31e Procs out Ion law generation 2013-09-18 20:42:10 -04:00
Incoming
4638e0d0c4 Adds a toy AI to the arcade machine prize list. When you press it it'll annouce a random Ion Law to everyone around. This has a cooldown to prevent spammage and to make sure that the switch hell that is AI ion law code isn't taxing things too much (it looks a lot worse than it actually runs).
This replaces the blink toy in arcade machines, because they were a terrible booby prizes that no one in their right mind would mistake for something threatening because who in their right mind would leave a syndicate summoning beacon lying around instead of the thing that it summons.
2013-09-18 19:59:48 -04:00
supersayu
a993ce62db Bugfixen and minor changes. Fixes #136.
Adjusts the click code to not use client/Click().  The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn().  I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.

Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat.  This may also be responsible for the above, but I don't know.

Inserts proximity (aka flag) checks in all afterattack() procs.  The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true.  This led to beakers, soap, crayons, etc, all being usable at all ranges.

Removes the NODELAY flag, which was unused.  Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.

Removes the hand_* procs, previously used by restrained actions.  Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.

Adds a special case of the Adjacency() proc for doors.  This fixes #136, airlocks being unreachable due to border fire doors.  However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
2013-09-17 18:19:14 -04:00
supersayu
0aa3ce39e4 Bugfixen
Modifies Adjacent() for items, to allow items to be accessed properly inside each other and the user.  This fixes a few bugs seen in testing.
Sets a maximum telekinesis range (in case you were using cameras).

The telekinetic grab now does nothing at all in melee combat.  This prevents double messages where you attack them with the object telekinetically, and then also attack them with the telekinetic grab.

Crayons had a bug where they were drawing at all distances.  This is because in old click code, afterattack() only happened at range when you had the USE_DELAY flag, which is no longer true.  Proper behavior is to use parameter 3 (proximity_flag), which is 1 when adjacent or 0 if inaccessible.
2013-09-17 18:19:10 -04:00
supersayu
c172e52dce Adds telekinesis to click code. Fixes issue #1202, #1129, #247.
This adds two atom procs, attack_tk() and attack_self_tk().  attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.

Removes the functionality where entering throw mode would create a tk grab, as it is redundant.

As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs

As a default, attack_self_tk does nothing.  An attack_self_tk was added to closets to open and close them since that's a common thing.

The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash

This is INCOMPLETE.  Adding proper TK interaction to everything is something best done in pieces.

In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way.  Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.
2013-09-17 18:19:09 -04:00
supersayu
475042a212 Click code rework
Fixes #646, #579, #863

Completely redoes the click code.  Moves all click related code into code/_onclick for reference.  Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related.  Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.

Completely removes dummy objects and adds atom.Adjacent(user).  This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square.  A turf helper, ClickCross(), was added to facilitate this.

Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs.  Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click.  A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.

This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished.  I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click.  It is to be suggested that you could do more with this proc when ghost interactions are enabled.

This update also adds support for double clicking.  It is currently only used for ghosts and AIs, because the original (first) click still registers normally.  For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it.  In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc.  Default mobs ignore double clicks as normal.

-- NOTE --

There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY.  Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.

Using either of these flags as intended would significantly affect the timing of the game.  In particular, USEDELAY is currently applied to guns and about everything else that acts at range.  I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it.  I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.

NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
2013-09-17 18:15:54 -04:00
Pete Goodfellow
3cf60df02d Merge pull request #1334 from Malkevin/cargoexilimps
Cargo Bay: Exile Implants
2013-09-14 07:22:10 -07:00
Ergovisavi
439aec7b50 Merge remote-tracking branch 'remotes/upstream/master' into dualsaberreflectmerge
Conflicts:
	code/game/objects/items/weapons/twohanded.dm
2013-09-12 18:02:15 -07:00
Malkevin
8b90f8a92c Fixed the description on the new box 2013-09-12 11:12:14 +01:00
Aranclanos
95bfb86226 Merge pull request #1280 from Ergovisavi/improvexplosive
Adds createable Improvised Explosives!
2013-09-12 02:30:04 -07:00
Ergovisavi
0c33c684d0 Swaps dualsaber wielded force to 34 2013-09-11 18:39:14 -07:00
Ergovisavi
fdb72fa3e7 Moves the fuel remaining in the fuel tank check around 2013-09-11 18:33:56 -07:00
Malkevin
84616d69aa Cargo Bay: Exile Implants
I forgot to add these the first time around.
2013-09-10 18:22:51 +01:00
Ergovisavi
a224d36dd3 Ups the required fuel for improvised explosives to 50 units. 2013-09-09 01:50:01 -07:00
Ergovisavi
0a73de0e41 Fixes the issue of being hulked after wielding a dualsaber still giving you the reflection bonus. 2013-09-09 00:03:02 -07:00