Commit Graph

515 Commits

Author SHA1 Message Date
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
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
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
Tristrian
a4a7cf03bf Adds missing duffelbags for some jobs and update their respective vendors and closets. (#56505)
add: Added duffelbags for Science, Botany, Virology, Genetics, Mining and Chemistry.
2021-01-30 19:36:00 -05:00
Qustinnus
c51b77f1de Adds the Hauntium material, which turns any item into a ghost (with AI) (#55728) 2021-01-27 12:27:47 -08:00
Sparkezel
3c9913b12c The day has come gamers, the mosin nerf/rework (#56319)
* THE NERF

* fixes a dumb mistake

* Sanity check and second thoughts

* mosin jamming

* adds the cleaning supplies, sprites, slight changes to dmg and jamming and HNNNG ONE LAST BUG

* adds maint kit to russian surplus, second try at fixing

* everything is fixed now :)

* finishing touches

* Last fix?

* fix

* fix var names

* a new sound and few more fixes

* add /brand_new variant to all ert/special spawned mosins, added a check if bolt is locked

* Bolt_locked is true when bolt is open 😂

* added a clamp just in case

Co-authored-by: Sparkezel <1haslo4@gmail.com>
2021-01-25 01:58:50 -08:00
RaveRadbury
37fac485a4 Lets more things be put on trays (#56386) 2021-01-25 00:27:01 -08:00
Tlaltecuhtli
df08104650 mining keys to open tendrills crates buyable with miner points (#56267) 2021-01-22 13:22:54 -08:00
coiax
25e476e92a Add deathrattle implant for nuclear operatives (#55903)
Deathrattle implant, comes in box of 8, implant yourself and others, and
you'll get a little notification when they die.

Intended for nuke ops, price around the same as the codebook, since it's
a utility communication item, that actually "plans to fail", so it can't
be too expensive, because it doesn't help them win, just lets them know
how much they are losing by.
2021-01-20 19:30:30 -03:00
Time-Green
7646d3916a Adds database tracking to maintenance pills (#56179)
I originally added maintenance pills, and while already perfect, I felt like polishing them a bit. I didn't do much, just:

- Maintenance pills now track a players score. Gotta eat em all to get that leaderboard highscore!
- More names and decriptions for maintenance pills, most of them suggestions from the old PR
- Renamed floorpill to pill/maintenance in code because that's what they are, no idea why I didn't originally do it

I've also polished the sprite a little bit, because it always looked a bit _too_ shady
![image](https://user-images.githubusercontent.com/7501474/104741899-19624880-574a-11eb-8211-65d89d8d36c4.png)
(Below is old sprite, above is new sprite)
2021-01-16 14:09:30 -05:00
Twaticus
85f32fb993 Resprites for Leather Satchel & Briefcases (#55974)
Co-authored-by: TWAT <twaticus.tg@gmail.com>
2021-01-07 08:58:41 -08:00
小月猫
e266a51fc3 minor cytology related tweaks (#55910)
makes the new cytology items compatible with Biobags and Labcoats
2021-01-06 13:54:08 -03:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
Tlaltecuhtli
73b87a41fe wrenches the diy kit (#55701) 2020-12-25 13:08:14 -08:00
Tlaltecuhtli
cd4bca5257 adds new wiz spell: duffelbag curse (#55286)
it gives target a no drop duffelbag which every around 100s will try check if there is food inside else it attacks you, you can poison the food to make it die faster.
more variety for wiz to annoy crew that isnt murder bone
2020-12-24 01:38:06 -08:00
Ryll Ryll
1ead399589 You can sacrifice souls to toolboxes (#55306)
So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)
2020-12-13 00:12:58 +00:00
CRITAWAKETS
c07574ae77 Adds in the admin outfit. (#55374)
So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
2020-12-11 00:10:33 +00:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Ghom
4c31b0e116 CanUseTopic() refactor. (#54747)
* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.
2020-11-25 13:12:12 +01:00
ArcaneMusic
bf39caca6a Refactors Pastries into newfood. (#54996)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@hotmail.com>
2020-11-24 16:18:10 -08:00
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
Qustinnus
b713fa1bc3 moves misc food to newfood code (#54788)
misc food is now using newfood code
2020-11-18 12:20:47 -08:00
Ryll Ryll
9b62c86f4d Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922) 2020-11-16 14:54:32 -08:00
ArcaneMusic
5338ad1696 Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover
2020-11-13 16:17:22 -05:00
ArcaneMusic
b343e94113 Pies are now refactored for new foods. (#54751)
Moves over pies to the newfood typepaths, as well as the few select pie slices.

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-10 12:34:09 -08:00
Ghom
91bfedcd16 Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)
The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).
2020-11-10 15:15:31 -03:00
Winter Flare
17dc39d120 Easier Medipen Identification, Medipen Box (#54698)
* Medipen Differences

Adds a box for medipens, and gives each of the "common" pens a new look.

* Adds medipen box to craftables.

* Lighter first aid pen.
2020-11-07 19:48:18 -05:00
necromanceranne
f3fdb19c60 Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.
2020-11-06 22:45:20 -08:00
Ghom
2255256060 rad_insulation component is now an element. (#54625) 2020-10-27 18:59:31 -03:00
ShizCalev
b720bcd63d adds more cursed animal masks (#53539)
Animal masks refactor
2020-10-15 22:16:00 +02:00
ShizCalev
2d8377abb4 Merge pull request #54347 from uomo91/trashbagsprite
The trashbag of holding now has its own inhand sprite.
2020-10-14 00:36:27 -04:00
necromanceranne
e96fafb07e Finishes the job on null rod sprites hopefully once and for all (#54235) 2020-10-12 13:41:14 -07:00
uomo91
6dad168c3d Trashbag of holding inhand sprite. 2020-10-12 02:01:29 -05:00
Winter Flare
958b3f6366 Serving Tray Fix (#54267) 2020-10-10 13:49:13 -07:00
Krysonism
73818aed45 Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
2020-10-08 11:53:13 +02:00
Tlaltecuhtli
688af053fc ass 2020-10-01 11:46:11 +02:00
ArcaneMusic
d65714e9f1 Nice, Corgi Pinning Action for the whole family. (#53913)
Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.

Are you a bad enough dude to pin the tail on the corgi blindfolded?

Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.

Also, the tail pins are harmless embeds. I'll leave that here for you to think about.
2020-09-29 23:18:54 -07:00
Qustinnus
eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
Rohesie
3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00
spookydonut
4157b13132 Fixes incorrect Initialize() arguments (#54013) 2020-09-28 19:02:46 -03:00
ArcaneMusic
d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
Qustinnus
2c8489af26 s-s-s-spaghetti to newfood (#53574)
🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑

fixes #53482 fixes #53572
2020-09-16 02:49:06 +01:00
ArcaneMusic
c6ed8a7fad Improves cardboard box consistency. (#53525)
* Improves cardboard box consistency

* Also gives them cardboard datum mats.
2020-09-08 20:09:01 -07:00
Donkie
53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
Tony
c03794c934 Medical belt/medical aid kit consistency updates (#53442)
Lets the new blood filter tool be put in medical belts/medical aid kits since those are supposed to hold surgery tools
Lets spray bottles, amputation shears, and surgical tape be put in medical aid kits since it's supposed to hold the same stuff as the medical belt (I didn't add the plumbing stuff to medical aid kits though since chemists don't get them)
Removes bio bag and chem bag from the medical first aid kit since they're too big to go in there anyway
Adds blood filter mode to the debug omnitool since it's supposed to have a mode for every tool define
2020-09-05 22:28:15 -03:00
LemonInTheDark
d60ed7d9e8 Gives the Chef a Beacon to pick their ingredient box (#53146)
* adds ingredients beacon

* starts the chef off with an ingredient beacon instead of a box

* Update boxes.dm

* Revert "Update boxes.dm"

This reverts commit b89fadab04.

* optimizes the list thingy (thank you, Floyd)

* Fixes a typo in one of the comments

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes a definition

* moves ingredient box/beacon code to miscellaneous instead of boxes

* adds the random option

* adds a cute little bit of 'flavor' text... get it?

* Revert "adds a cute little bit of 'flavor' text... get it?"

This reverts commit a6541bf220.

* adds references to a new company and a bit of fun text

* moves randomFood out of the for loop

* Revert "moves randomFood out of the for loop"

This reverts commit e2c5171fce.

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-09-05 16:09:23 -07:00
NightRed
4e2dda164f Makes the stomach important part of eating (#53228)
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.

Changes to surgeries:

    Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
    Blood filter is a new tool and cleans the reagents out of the body.

This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
2020-09-03 17:02:23 -03:00