Commit Graph

505 Commits

Author SHA1 Message Date
oranges
1f5889303d Merge pull request #21753 from ChangelingRain/quickbindmore
You can now quickbind up to 5 scriptures
2016-11-27 23:05:50 +13:00
Joan Lung
f89932bb38 You can now quickbind up to 5 scriptures 2016-11-24 21:59:36 -05:00
KorPhaeron
e24bc66ecc You can now see which shuttle is coming in the status panel 2016-11-23 07:07:08 -05:00
Shadowlight213
19434f7e0b Improves handling for removing ghosts from the observers list (#21422)
* Improves logout handling for removing ghosts from the observers list

* Stuff

* WHERE DID ALL THESE USEFUL DEFINES COME FROM???
2016-11-10 09:33:04 +13:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
oranges
86a8d8a7f5 Merge pull request #20962 from phil235/hit_message
No more message spam when you witness someone being attacked or shot
2016-10-18 09:17:41 +13:00
Joan Lung
973e5c4012 Nerfs blobs (#20947)
* nerfs the blob

* we're already doing that gosh this code is old
2016-10-15 17:59:13 +02:00
phil235
f9c71fbfb0 Made some slightly less uglier sprites for attack effects.dmi
Melee attacks, gun firing, and things being hit by bullets will now still give witnesses a message, but only if they are less than 3 tiles away. The attacker still doesn't get the message for its own attacks.

I added two arguments to visible_message(), one to specify the visibility range, and one to ignore a specific mob that shouldn't get the message.
2016-10-15 16:10:28 +02:00
Joan Lung
9c93fb8b59 Removes the mob "memory" var (#20814)
* Removes the mob "memory" var

* MEMERY
2016-10-10 11:46:52 +13:00
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
AnturK
678759f6d4 Fixes minor stat runtime (#20753) 2016-10-02 00:08:47 -05:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
oranges
230ebb5dc7 Observer huds now only trigger for mobs (#20490)
* Observer huds now only trigger for mobs

getpois can return items that are not mobs, such as the capture the flag
machinery, so we avoid trying to set the hud for these items

* add missing bracket
2016-09-15 08:55:52 +02:00
Jordie
0bda9aa177 Merge pull request #20426 from lzimann/patch-14
Changes 'Notes Memory' verb's name back to just 'Notes' again
2016-09-11 14:38:43 +10:00
Remie Richards
c50fa5729c Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work 2016-09-10 20:28:23 +01:00
Leo
277069a06f Changes 'Notes Memory' back to just 'Notes' again 2016-09-09 23:37:09 -03:00
Jordie
4e3b001142 Adds note secrecy to allow hiding notes from non-admins (#20280)
* adds note secrecy to allow hiding notes from non-admins

* fixes not seeing own notes

* renames notes to notes memory

* notes secrecy defaults to 1

* prompt during note creation for note secrecy

* Update NewBan.dm

* Update topic.dm

* Update sql_notes.dm

* Update client_procs.dm

* webclient tabbing error fix

* made cid detector notes non-secret
2016-09-08 11:49:24 +02:00
Remie Richards
e19b154d00 First round of fixes:
- Fixed swap hands finding the wrong index
- Fixed dual HANDS_LAYER reading for abductors
- Fixed old comments
- Removed lingering pieces of a previous version
- Finish hooking up stripping
2016-09-02 17:57:59 +01:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Iamgoofball
634662d6b4 Adds Freon to the game (#20188)
* Adds Freon to the game

* MAP CHANGE MEMES

* hahahahafuck

* YOU SAW NNOTHING

* fuqq

* sd

* Fixes

* Fixes2

* fixes

* BALANCE

* mob icecubing ALSO FUCK YOUR STATUS EFFECT CODE @Xhuis

* i play pokemon go every day

* Reworks icecubing

* sjyuhdjzsadjhm x jymhuxzc

* Final Pass

* kmJCBQADVNWVBOJRFJN

* changes

* nnjhdxsjhjh
2016-08-31 08:58:55 +12:00
Joan Lung
cbf733dbc4 Does something, likely to be important, to blob (#19831)
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑

Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
2016-08-17 15:48:28 +12:00
Joan Lung
79b226feb8 The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective (#19864)
* The Ark of the Clockwork Justicar can now be constructed even if Ratvar's rise is not an objective

* you're so fucked

* behold

* clang
2016-08-16 10:24:36 +12:00
oranges
57afe722bb Merge pull request #19741 from ChangelingRain/silveraroundredflowersplatinumaroundorangegasblackenedironaroundsoftyellowstonegoldaroundgreenivycopperaroundblueichorbronzearoundpurplecrystal
Clockwork armor cannot be equipped to people if you do not serve Ratvar
2016-08-09 09:34:20 +12:00
Joan Lung
39e4ca8de1 Merge pull request #19012 from Shadowlight213/observehud
Adds letting ghosts see the hud of the human or borg they observe.
2016-08-08 09:05:36 -04:00
Joan Lung
4a20757cc3 Clockwork armor cannot be equipped to people if you do not serve Ratvar 2016-08-06 21:41:15 -04:00
Joan Lung
0530d78a7f HUDs no longer adjust in size with their atom's transform 2016-07-30 10:36:50 -04:00
Shadowlight213
dbdca8346e Observer list gc fixes 2016-07-28 15:54:07 -07:00
Shadowlight213
2d69b0ad19 Makes the hud work with borgs. 2016-07-26 13:46:16 -07:00
Shadowlight213
7a6f378e17 Merge branch 'master' of https://github.com/tgstation/tgstation into observehud 2016-07-26 11:53:23 -07:00
Joan Lung
fe28096320 Adds dextrous guardian (#19254)
Added dextrous guardians to the code, able to hold and use items and store a single item within themselves.

Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
2016-07-13 11:25:00 +12:00
Shadowlight213
2b96b10cd1 Work to make it not fail runtime horribly when used on silicons. 2016-07-02 14:58:17 -07:00
Shadowlight213
98f7b48f44 Fixed remaining issues with icons.
Hud now uses adding and removing from screen instead of setting the screen_loc of objects to null.
2016-07-01 15:44:37 -07:00
Shadowlight213
892fcf3393 Finishes up hud stuff.
Remaining issue: hide action buttons action button changing icon for both.
Also action buttons arent shown for observer, but the button is shifted over.
2016-06-28 20:31:45 -07:00
Shadowlight213
b177b4c7b7 Merge branch 'master' of https://github.com/tgstation/tgstation into observehud 2016-06-28 14:32:01 -07:00
c0
0abc91c59d slot_equipment_priority no longer contributes to list init overhead 2016-06-18 05:09:15 +03:00
coiax
598daee493 Polymorph retains name and equipment (where possible) (#18587)
Fixes bug where wabbajack statue's eyes didn't close

Removes indentation and tidies the wabbajack() proc

Corrected an inaccurate comment in mob.dm

Mass Polymorph no longer uses a spawn()

Adds syndicate medical borg, cak to possible forms

Polymorphed drones now have random appearances

GODMODE mobs are now immune to polymorph

Wabbajack altars now ghost their sleepers after 10 seconds, 
because they tend to just be abandoned and left there. It's 
all a dream to them, if and when they get pulled from the altar.
2016-06-17 09:36:47 +12:00
Kyle Spier-Swenson
235b79fb5a StonedMC, the bastard love child of GoonPS and CarnMC (#17987)
Basically, they key difference between StonedMC and CarnMC is that when multiple ticks want to run at the same byond tick, we divvy up the tick between the subsystems, rather then allow one subsystem to hog it all.

The key difference between StonedMC and GoonPS is that we allow the subsystems to tell us how to divvy up the tick using flags and priority.

The new SS_ flags allows us to select behaviors that used to be piggybacked as side effects of dynamic wait or default but sometimes unneeded behavior.

Dynamic wait is 100% gone, lower priority and SS_BACKGROUND are better more refined ways of doing this when combined with MC_TICK_CHECK

I have by design never looked at the inners of goonPS, so this is all original code but I know it uses two loops because of comments by goon devs on reddit threads, that design didn't make sense before, but when I can tell a SS how much of a byond tick it is allowed to have, knowing how many need to run this tick is helpful I also know a bit more about how it works from piecing together comments in #vgstation.

Detailed list of changes:

Subsystems now have flags, allowing fine grain control over things like rather or not it processes, inits, rather it's wait is how long between runs (post run timing) or how long between starts, and rather or not late fires should cause the next fire to be earlier.

Mc now has two loops One loop handles queuing shit, one loop handles running shit.

MC now splits up tick allotment rather than first come first serve Subsystems can even request a bigger share using higher priorities. (It will even resume subsystems it paused if other subsystems hadn't used as much as it predicted they might need)

Default fps is now 20 This is related enough to the MC and it's a change that's really long since over due

All code oddities are most likely to be necessities to lower overhead on the mc since it runs every tick
2016-06-16 18:01:16 +12:00
Remie Richards
b3b60b187b Manual repair of some edge cases. 2016-06-11 23:11:54 +01:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
AnturK
19eb97ae18 Moves some list initializations to New
Fixes missing ..() calls in New()
2016-06-07 18:39:13 +02:00
Shadowlight213
49a887665d Gives observers the ui of the mob they observe.
WIP. works on humans.
2016-06-01 14:48:02 -07:00
Shadowlight213
ce01058e7c Fixes merge conflicts 2016-05-27 15:36:56 -07:00
Joan Lung
2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
Cheridan
d5a95e093b Merge pull request #17896 from phil235/PullvsGrab
Merges Pull and Grab into a single functionality.
2016-05-26 15:51:46 -05:00
coiax
4483d5275c Shuttle manipulator (#17436)
* Starting out on our tgui journey

* God tgui, why do you need to be updated

You're dynamically generated anyway

* Commit of stuff

* Further progress is being made

* Everyone loves buildscripts

* Further modifications to my incredible running script

* Starting to modify the minimap code to be better

* It's going well thusfar, I guess

* What have I done

* RIP minimap

* FUN FUN FUN FUN FUN

* Adds shuttle_manipulator.dmi

MUH HOLOGRAMS

* Is it done? IS IT OVER

* Peer review

* Some bug fixes

* Makes that damn greentext shut up

* Shuttle registration

* Made the Emergency Escape Bar more robust

No climbing on the bar.

* Do not stare into the operation end of the device

* Compile shame

* THE MOST DUMB

* Passive barmaiden

* Emergency shuttle memes

* MORE SAFETY CODE

* Fancy shuttle manipulator icons

* Smoothing it out

* We are going to have a lot of fun with this one

* Independent blobbernauts

* WABBAJACK WABBAJACK

* Message for attempting to authenticate old style

* Angry alert noise is back

* Revert "Independent blobbernauts"

This reverts commit 34d6af7c9c88cfc2864990cb37b586bb90163dd3.

* No parrot sleep plz

* Moves the special shuttle stuff to special.dm

* No Bartender like a Centcom Bartender

* Non-controversial map changes

- Backup shuttle moved closer to Centcom main structure, docking tube
created
- Moved shuttle import landmark to above Centcom main building
- Added shuttle displays to Conference Room
- Squashed the Chapel a bit in Metastation
- Made the docking port on Z2 massive
- Made the docking port on Metastation a lot larger

* Hacks and slashes at Box

A bunch of things are extended and squashed so Box shuttle dock can
support the MetaStation emergency shuttle.

* Some Metastationshit

* Never ending changes

* Wabbajack to TGM

* Modified the bar, I think that's all of them

* Stops Barmaiden wandering around

* More code review

* Whitspace, the bane of us all

* DIE WHITESPACE DIE
2016-05-26 15:15:19 +02:00
phil235
129295be69 Merge branch 'master' of https://github.com/tgstation/-tg-station into PullvsGrab
Conflicts:
	code/__DEFINES/misc.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defines.dm
2016-05-25 23:48:00 +02:00
Jack Edge
afd9720abc Polymorph bugs, time since death, groundwork laid
🆑 coiax
fix: Fixes bug where bolt of change to the host would kill an attached
guardian.
fix: Fixes bug where bolt of change to laughter demon would not release
its friends.
fix: Fixes bug where bolt of change to morphling would not release its
contents.
fix: Fixes bug where bolt of change transforming someone into a drone
would not give them hacked laws and vision.
rscadd: Medical scanners now inform the user if the dead subject is
within the (currently) 120 second defib window.
/🆑

- Also laid the groundwork for force pushing ghosts back into bodies
when defibbing, along with standardising the ghost back into body
process.
- Defib limit and defib brain loss times are now #defines.
2016-05-24 17:28:34 +01:00
phil235
11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
Shadowlight213
86cbe14d15 Conflict fixes 2016-05-19 20:42:26 -07:00
Mike Long
33ce83b9ac Adds literacy check to reading and writing papers.
Fixes #12277
Fixes #17561
2016-05-12 13:42:48 -04:00