Commit Graph

51 Commits

Author SHA1 Message Date
Sam
2d13e2f7bf Converts /modules/ to using WEIGHT_CLASS_x 2017-05-28 01:25:09 +01:00
Tigercat2000
bbca8405ef -tg- Move Refactor
This commit ports /tg/'s move refactor.

The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.

Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.

Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.

All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.

Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.

Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~

For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.
2017-05-25 06:35:01 -07:00
Fox-McCloud
5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Markolie
acab5d5170 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into toolz
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/game/objects/items/weapons/storage/uplink_kits.dm
#	code/game/objects/items/weapons/storage/wallets.dm
2017-03-08 10:45:16 +01:00
Markolie
3aa1399995 Implement usesound/toolspeed 2017-03-07 16:46:28 +01:00
Fox-McCloud
41d4c83f17 Refactors Money 2017-03-06 04:52:03 -05:00
Markolie
9d9e957df1 Tool overhaul (usesound & toolspeed), wire descriptions/ghost interaction, add additional tools, refactor can(t)_hold 2017-03-05 19:53:20 +01:00
FalseIncarnate
e72fd8eae2 Fixes up battle terminal connections
Also increases the range on the first battle turn announcement to be
audible by both combatants, just like the turn announcements during the
battle.
2016-12-30 00:12:02 -05:00
FalseIncarnate
da421d841c Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into pogo 2016-12-29 21:13:00 -05:00
FalseIncarnate
b0e87ea7d3 Moved/renamed controller file 2016-12-21 18:17:47 -05:00
FalseIncarnate
48cf5148f0 cleanup 2016-12-21 17:36:10 -05:00
FalseIncarnate
1913969578 minor styling fixes 2016-11-24 10:39:30 -05:00
FalseIncarnate
7b438c5cfb Nano-Mob Hunter GO! Battle System
Two new terminals have been added just outside the holodeck, capable to
projecting holograms of your Nano-Mobs for you to pit in battle against
your rival (or your other Nano-Mobs).

Battling is turn-based, with each side choosing to either attack,
recall, or surrender (if they don't have a mob on the field). Reducing
your rival's Nano-Mob to 0 health will down it, earning your mob
valuable battle experience and even increasing it's level! Surrendering
ends the battle, but does not grant experience as the battle was not
completed.

Additionally, Medical has provided a brand new Nano-Mob Hunter GO!
Restoration Terminal for use in their lobby area. Simply swipe any
Nano-Mob card through and it will be restored to full health instantly!
2016-11-23 19:44:53 -05:00
FalseIncarnate
977950b1c2 type-check instead of variable check 2016-09-28 18:57:43 -04:00
FalseIncarnate
755b282b6d Arcade duplication fix
Arcade machines should no longer spawn additional arcade machines after
spawning additional arcade machines after spawning additional...
2016-09-26 23:48:50 -04:00
FalseIncarnate
6f31107575 Fun Preservation Circuits
Adds a cooldown to the manual reboot command, to prevent anti-fun
comdoms from endlessly rebooting to lock crew out of the game.

In the event of the game server being knocked offline, the manual reboot
can be used even if it was on cooldown from a previous restart. This
still initiates a fresh cooldown.
2016-09-16 00:37:28 -04:00
FalseIncarnate
6edafc1a97 Mob Hunt Adjustments
Removes server instability, random disconnects, and server crash due to
trap mobs / high player count

Trap mobs are now capped just like normal spawns
- If a trap mob is created that would push the total number of trap mobs
over this limit, the server will remove the oldest trap mob (effectively
replacing it)

Changes health from a list using magic numbers to an associated list for
readability (doesn't make sense to have two vars for what little uses
this)

Converts mob displaying to use the alternate appearance system, to allow
for a per-mob control over visibility
- Only will show for mobs that are holding a PDA with a game client that
is connected to the game server.
- Nanomobs properly are concealed from player mobs after being interacted
with (capture/escape), PDA dropped, or game client disconnection
- Game client will disconnect from game server when you change the active
PDA app (including going to PDA main menu) and/or eject the game cartridge

Also finished my thought in that one comment. It's about time I-
2016-09-15 23:59:46 -04:00
FalseIncarnate
6c4bce1eac Changed Mob Hunt Server to be an abstract controller
Adds catch modifier support, track wild captures

Adds support for capture modifiers:
- These modifiers adjust the "effective run chance" of the mob,
potentially making it easier or harder to capture a mob based on the
total modifier
- Attempting to capture a mob in melee (running up and smacking it with
pda in hand) now grants a 20% capture bonus (reduces mob's effective run
chance by 20)
- Attempting to capture a mob at range (throwing the pda) does not grant
a bonus
- Support is in place for a client-based catch modifiers, to allow for
possible things such as bonuses or penalties from things like "item
cards" or achieving X number of captures. This is not currently planned
for this PR

Adds tracking of how many wild mobs you have captured to the game UI.
Mobs from trading cards will not increase this value, only mob you
captured from the wild will.
- Bragging rights for now, but could be used for a future "milestone"
system to earn bonuses

More cleanup and fixes

Thrown PDAs now properly trigger capture attempts

Mobs now properly consider their type preferences for spawning (may need
to up whitelist bonus weight)

Mobs no longer will spawn in holodeck areas, since this results in them
sometimes spawning on z2 in the holodeck source "templates"

show_message replaced with audible_message

Spawn area selection cleanup

Mobs will no longer attempt to spawn in the derelict solars,
constructionsite solars, or the unused /area/construction subtypes (the
base type is used, just not the subtypes as far as I can tell)
- Mobs will also avoid spawning on turfs that are not on the station
z-level, in the event an area is mistakenly mapped onto additional
z-levels or something
2016-09-09 02:20:57 -04:00
Krausus
d64bf46f12 Topic UID finishing touches 2016-09-08 13:07:14 -04:00
FalseIncarnate
d6926d9467 Recodes spawn selection, cleans up mob type lists
Changes to spawn selection:
- Elemental types now have a set of area and turf black/whitelists to
eliminate copy-pasted ones for same-type mobs
- Mobs still have their own black/whitelists to further customize their
spawn preferences beyond their elemental type preferences
- Whitelisted areas/turfs now increase weight by 4 per whitelist they
are on
- Blacklisted areas/turfs now decrease weight by 2 per blacklist they
are on (if the ending weight is less than 1, the area/turf is removed
from consideration)
- Creation of weighted lists for area and turf selection moved to
separate procs for readability
- Spawn area selection now uses pickweight

Elemental Types now use the defines instead of hardcoded paths for their
lists
- Fixed a mistake with Rock Type resistances improperly including Grass
and not including Flying
2016-09-08 02:47:43 -04:00
FalseIncarnate
d48ffa7af5 Finally names Mob 14 and Mob 16, fixes normal weakness 2016-09-06 05:07:15 -04:00
FalseIncarnate
cddc7cb340 Nano-Mob Hunter GO! WIP commit 3: The committening 2016-09-06 04:15:44 -04:00
Krausus
92405288d2 UID mass replace: src=\ref[src] 2016-09-05 23:02:10 -04:00
FalseIncarnate
42b6c73efa Nano-Mob Hunter GO! WIP commit 2: electric bugaloo 2016-09-05 01:19:07 -04:00
FalseIncarnate
78d311d20a Nano-Mob Hunter GO! WIP commit 2016-09-03 02:25:53 -04:00
Fox-McCloud
8cd140e48a Adds in Fast Processing 2016-08-09 06:55:00 -04:00
monster860
009dcaa2d8 Merge branch 'master' into w_class 2016-07-10 09:29:12 -04:00
monster860
3df85518e1 Removes .0 at the end of w_class numbers 2016-07-08 12:26:34 -04:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
tigercat2000
732c3b4ae5 Goonchat (#4744)
* bicon regex run

* Remove all \black

* Goonchat from /vg/ / Goon

Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3

* Fixes and changes n stuff

- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro

* whoops

* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)

* Strip problematic tags from tcomm scripts

- <audio>
- <video>
- <iframe>
- <script>

* Fix human examine icon

* Name hotkey elements

* Removed old stylesheet
2016-06-23 16:56:15 -04:00
Mieszko Jędrzejczak
0f7be5576f Gunshot sounds, uplink references, less spammy tommygun, fixes 2016-04-25 11:32:48 +02:00
Mieszko Jędrzejczak
5cf3f25892 Ports /tg/ Foam Force guns 2016-04-22 23:35:55 +02:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Fox-McCloud
70d97b6e44 Ends Science's Toy Tyranny 2016-03-28 01:25:12 -04:00
Mieszko Jędrzejczak
135687fe7e Adds party grenades 2016-03-23 12:11:39 +01:00
FalseIncarnate
d66624e7bd Prize Counter and Toy Fixes
Prize counters now spend your tickets when you purchase something
- Had removed the ticket spending during my testing, forgot to re-add it
before submit

Toy Crossbows now properly display the name of their user when they
"start scrounging for ammo"

Water balloons can now be filled from sinks, ANY reagent dispenser
structure (not just watertanks), and drinking glasses in addition to
beakers and buckets.
- Watch out for security hurling pepper-spray balloons!
2016-02-27 11:06:42 -05:00
FalseIncarnate
951fb00626 unEquip, typeless list, and upgraded subtype 2016-02-16 22:43:45 -05:00
FalseIncarnate
03ecddfc43 Revert "Temporary Prize Counter mapping"
This reverts commit 441a7345d6.
2016-02-16 03:50:42 -05:00
FalseIncarnate
441a7345d6 Temporary Prize Counter mapping
Temporarily adds a prize counter to the bar on Cyberiad and Fitness Room
(dorms) on Metastation
- The metastation one might stay, but the Cyberiad one will very likely
get moved in the near future.

Adds a fully upgraded prize counter to the ninja's holding pen on
Cyberiad's z2

(map-merged)
2016-02-16 03:39:55 -05:00
FalseIncarnate
aaeccfdff5 Removes the force from tickets
Tickets no longer deal damage when used as a weapon or thrown.
2016-02-15 02:36:18 -05:00
FalseIncarnate
f44602ab79 Src, Spans, and Chainsaws
Cleans up some src and src.loc in the toys, arcade, and prize counter
files

Replaces some text macros with proper spans

Removes the attack proc from the toy chainsaw, preventing them from
making sounds on hit.
- Still makes the revving sound when you wield them
2016-02-15 02:32:29 -05:00
FalseIncarnate
0015eac2c8 Arcade Prize Counter 2016-02-14 01:58:36 -05:00
FalseIncarnate
954d0dadfa Prize Counter WIP commit 2016-02-12 00:32:21 -05:00
FalseIncarnate
98dfd5f90d Magic Eight Ball
Adds in a new toy: Magic Eight Ball!
- Discern your fate with the wondrous Magic Eight Ball!
- Obtainable from Claw Game prize balls

Adds in the mighty MAGIC CONCH SHELL.
- Submit to the will of the all-knowing Magic Conch.
- Admin-spawn only (too powerful)
2016-01-28 23:40:37 -05:00
FalseIncarnate
f6c4ab53b2 Claw Game Fix 2
People like having multiple claw games, who knew?
- Fixes the issue of claw games not closing when multiple are present
2015-12-12 01:22:39 -05:00
FalseIncarnate
7ac2826037 Claw Game Fixes
Fixes #2795
- Game will now close if you wander away from the machine
- Cannot use the game while laying down/dead
- Game can now be closed like a normal window, and will behave properly
when doing so
- Dropped prizes will actually visibly fall before the game over screen
appears
- Claw game will now properly use machine processing for power and such

Also some code adjustments to help make it more organized or something.
- Seriously though, it does clean some stuff up and removes a redundant
variable
2015-12-10 06:21:46 -05:00
FalseIncarnate
c47e69dbad Minor html fix 2015-12-09 01:02:25 -05:00
FalseIncarnate
6dfbd8f260 Claw Games!
Adds claw games, the absolute most-infuriating arcade game known to
mankind.
- Uses new fancy HTML5 / Javascript code stuff
- Is buildable!
- Science can produce the board with programming 2
- Requires a matter bin, manipulator, some cables, and a sheet of glass
- Costs money!
- Accepts cash or ID swipes, 15 credits per play token
- Dispenses prizeballs!
- Open them for a random plushie, carp plushie, or action figure!
- Two sets of sprites, thanks to FoS and Stephanov

Notes for the coders / future:
This provides a basic example for introducing new HTML5 / Javascript
arcade games, as well as a base type machine to use for such games.
While this may seem silly, this proves that we are not doom to have to
tolerate only the battle game and Orion Trail forever, and can even make
our own games for the arcade.
2015-12-09 00:37:30 -05:00
FalseIncarnate
4afec741fd Claw Game progress 2
Claw game is now playable from within SS13

- still need to code and test win-functionality
- still need to code prize ball and circuit board
2015-12-07 23:28:02 -05:00