Commit Graph

66 Commits

Author SHA1 Message Date
MrMelbert
b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
Time-Green
8a7f258171 The Great Species Dedatumming: External feature organs, part 1 (#59981)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-08 08:27:19 -07:00
Y0SH1M4S73R
63e33bd709 Makes mutant bodyparts and mutcolors into editable genetic traits (plus a whole shitload of otherwise out of scope code improvements because I just HAD to touch old code) (#59636)
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
2021-06-20 16:20:09 -03:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
FlamingLily
5a0d8209cb Muscled Veins and Gastrectomy (#59291) 2021-05-25 19:54:04 +02:00
FlamingLily
3958db8d27 Cleans up surgery and organ code. (#59068)
About The Pull Request

Scrubs those filthy single letter variables out of surgery and organ code.
Replaces a few 0s and 1s with FALSE and TRUE where relevant
Normalises and cleans up surgery step lists and surgical implements lists.
Replaces a whole lotta for loops with for x as anything in y lops

This is my first PR (upstream anyway) so I encourage you to treat my code with as much confidence as I treat it, which is to say none, because there's a strong chance I've totally broken everything.

But it compiles!
Why It's Good For The Game

code improvement, follows contributing guidelines.
Changelog

🆑 FlamingLily
code: Cleanup of surgery and organ code
/🆑
2021-05-22 19:49:47 +12:00
John Willard
126d1eeb72 Defines some traits and cleans it out a little (#57389) 2021-03-04 13:37:52 -08:00
Timberpoes
e85cf07b96 Mirror logging for brainwashing and hypnosis in the player panel and attack logs. (#56515)
Hypnosis and brainwashing now have entries in the Player Panel logging
under attack and entries in the attack logs.

Mirrors some logging that would otherwise just be in the game logs.
From an admin-perspective, issues where you'd want to check
brainwashing/hypnosis tend to go hand-in-hand with issues relating to
attack logs as opposed to game logs.
2021-01-31 20:21:38 +00:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
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
Timberpoes
c07d14a1fc Wingfeex feex 2020-09-14 02:06:27 +01:00
Ryll Ryll
dfcd304dcc Dismemberment wound tweaks, zombies are easy to wound/dismember, tweaks to head vulnerability (#52534)
* adds wound armor to helmets + such, nerfs standard head resist

* dismember + wound species balance, retitle traits
2020-07-30 01:18:57 -03:00
Time-Green
f47dc74029 Renames instabitaluri to syntflesh (#52523)
* Renames instabitulari to synthflesh

* Recommits Jared Foggles correction
2020-07-28 00:05:21 +03:00
Maurukas
a5aa02bad2 resolve conflicts with dissection removal 2020-07-11 09:51:14 -07:00
Maurukas
97afe271f8 unassuming 2020-07-10 16:21:27 -07:00
Maurukas
d5bd6777ab aheals, suggested logic cleanup 2020-07-10 16:21:27 -07:00
Maurukas
98a0f966fb Add Jared's suggestion
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-07-10 16:21:27 -07:00
Maurukas
b539bfce0b shift start burnt wings
Moths who enter NT employment with burnt wings may not take advantage of this surgery, receiving "Plain" wings.
2020-07-10 16:21:27 -07:00
Maurukas
17386990ce add wing reconstruction
Adds surgical reconstruction of moth wings.
2020-07-10 16:21:26 -07:00
Jared-Fogle
418bd80a6b Remove healing skill (#52005)
* Remove healing skill

* Remove dissection from tech web
2020-07-07 10:10:12 -04:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
ATH1909
d0e39bbfe6 fixes the targeting of the cortex bioware surgeries (#50719)
* fixes the targeting of the cortex bioware surgeries

* Update code/modules/surgery/advanced/bioware/cortex_imprint.dm

Co-authored-by: XDTM <heliumt@yahoo.it>

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: XDTM <heliumt@yahoo.it>
2020-05-02 22:38:41 +02:00
XDTM
a4c838b8b2 Fixes Cortex Folding Surgery (#50414)
* gps

* Fixes cortex folding

* manual revert

* other manual revert

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-04-06 20:35:51 -04:00
XDTM
d8640110e4 [Ready]Adds more Bioware Surgeries (#49621)
* Adds more adv surgeries

* Update cortex_folding.dm

* Update cortex_imprint.dm

* fixes define

* fix double trauma gain

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/surgery/advanced/bioware/cortex_folding.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Only minor trauma immunity

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 09:38:59 -04:00
spookydonut
880280ed48 Revival surgery is no longer an advanced surgery (#49489)
* Update revival.dm

* Update medical_designs.dm

* Update all_nodes.dm

* Moves the surgery out of advanced folder

* dme

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-05 20:36:21 +08:00
nightred
15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
moo
bb3d562d01 Cobbduceus: Surgery Skill XP/Step Buffs (#49196)
* 💉

* 🐣

* excels help

* waaa_fb

* fixed lobotomy skill

* waaa_fb2
2020-02-14 19:17:27 +01:00
moo
4022d0c427 Bumps up Surgery XP gains, Fixes Surgery XP Gains, Fixes Surgery Failure Bug (#48231)
* works on my machine

* saving is a sin 1% of the time!

* works... on... my... machine...?

* i can't test this but it worked on my machine too

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* more testing /w TW

* caps XP gain (per iteration) for TW

* no skinnies

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-01-02 23:48:15 +01:00
ShizCalev
8efa6479ce Adds cell deletion handling for stunbatons (#48108) 2019-12-06 12:20:24 +01:00
moo
964b3d65d5 Cobbduceus: Healing lvl? (Medical Skill) (#47538)
* b

* helps to commit huh

* math is hard

* parenthesis are even harder

* Update code/datums/skills/_skill.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* removes efficiency... or efficacy 😏

* baby sha... i mean files
2019-11-21 04:49:24 +00:00
spookydonut
2591ce17a6 Travis EOF newline detection v3 (#47539)
* scream

* aaa

* aaa

* new one
2019-11-04 19:16:50 -08:00
81Denton
6b1161ecd9 Cleans up revive related procs (#47025)
* Cleans up revive related procs

* h

* fuck

* Fixes proc arguments

* Further fixes

* Unfucks line endings
2019-10-22 15:16:13 -07:00
kingofkosmos
280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
Fikou
e450be44dc surgery tool refactor (#46856)
* awooooooooooooooooo

* a

* aw shet

* woops!!

* a

* wow heck you
2019-10-09 12:25:42 -04:00
nemvar
dc783795db Renames is_hot and is_sharp to get_temperature and get_sharpness (#46680) 2019-09-23 14:02:59 -07:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
kingofkosmos
df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
Dennok
73b61a7277 repeatable brain shock (#45901) 2019-08-17 02:16:03 -07:00
YPOQ
4f48850fce Fixes muscled veins surgery (#45642) 2019-08-05 01:58:36 -07:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
terranaut1
1b5329a10a Dissection/Revival Surgery Tweak (#44819) 2019-06-29 01:48:46 +02:00
XDTM
5c41cc6f52 Muscled Veins experimental surgery (#44481)
* A

* Update all_nodes.dm

* Update all_nodes.dm
2019-06-18 19:37:29 -04:00
XDTM
3f28227f6c Makes surgery more stealthy (#44483)
About The Pull Request

Part of #44440

Surgery now gives detailed description to the surgeon and anyone within one tile of distance, and more vague or ambiguous descriptions to the patient and anyone further away. This can lead to a surgeon being able to perform a brainwashing in place of a brain surgery with nobody being the wiser, or implanting a different organ than the one agreed on, and so on.
Changelog

cl
add: Surgery steps are now shown in detail only to the surgeon and anyone standing adjacent to them; the patient and people watching from further away get a more vague/ambiguous description.
/cl
2019-06-18 11:44:58 +12:00
moo
97feccb06d Reconstruction of Reconstruction Surgery (#44088)
* beep

* fixes my mental lapse of trying to logic

* im not sure what sybtypes is

* Automation/Lowered Adv Surgery Node

* Update medical_designs.dm

* old var not needed

* Update code/modules/research/designs/medical_designs.dm
2019-06-06 22:01:16 +12:00
skoglol
8f0685df94 Fix some minor surgery text inconsistensies (#44198)
Currently we have all the basic surgeries listed without capital
letter, and all the researched ones with. This bring them all in line.
Also changed the name of a step in revival surgery to make it more
intuitive.
2019-06-01 15:16:12 -07:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
skoglol
2f1d9f9152 Shocks propagate to people you are pulling and pulled by. (#43712)
* Shocks propagate to pulled humans.

* shocks pulledby as well, prevents defib loop and extra shocks.

* This is better.

* whitespace

* more whitespace

* Now only casts to human.

* More fixes
2019-05-06 10:46:28 -04:00
XDTM
c05b0eaef9 Turns TRAIT_NOCLONE into TRAIT_BADDNA for consistency (#41819)
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl

Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.

Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
2018-12-17 13:05:02 +13:00
XDTM
b376c7d039 Adds the Ligament Hook and Ligament Reinforcement bioware surgeries (#41842)
* Adds the Ligament Hook and Ligament Reinforcement bioware surgeries

* techweb

* missing define
2018-12-10 00:50:12 +11:00