Commit Graph

24 Commits

Author SHA1 Message Date
FalseIncarnate
885bc808b3 Nanomob Battle Refactor
Refactors Nanomob Battle terminals to utilize landmarks for positioning their battle avatars, rather than a hard-coded offset.

This means the terminals no longer require var edits or strict placement rules for mapping. Each terminal will attempt to locate the closest battle landmark and spawn their avatars there, so this also lays some very basic groundwork for supporting multiple battle arenas on a single map.
2019-01-13 01:22:23 -05:00
variableundefined
841463c17e Port Nano Mob to StonedMC 2018-09-02 20:27:52 +08:00
tigercat2000
7fb8f8d76c Merge remote-tracking branch 'upstream/master' into more_ss_ports
# Conflicts:
#	paradise.dme
2018-04-30 09:27:11 -07:00
tigercat2000
7d8c9a731a SS Conversion: Atoms, Machines, n' Mobs
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
2018-04-28 17:55:15 -07:00
Fox McCloud
cfe182a1f7 Ports over Timer Subsystem 2018-04-28 20:26:04 -04:00
Fox McCloud
8c7b543415 The Great Conflictening 2.0: Removes /obj/item/device 2018-04-25 23:07:35 -04:00
Fox McCloud
5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
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
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
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
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
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
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