Commit Graph

68 Commits

Author SHA1 Message Date
Fox McCloud 7cda52c713 Merge pull request #7818 from Crazylemon64/item_stumbling
Item stumbling refactor
2017-07-22 01:55:19 -04:00
Crazylemon64 807084e304 Most of fox's changes 2017-07-21 15:20:12 -07:00
Crazylemon64 a8e7716649 Refactors slipping to be completely general for items 2017-07-16 19:20:55 -07:00
Crazylemon64 3a00e0f083 Fixes for numerous runtimes 2017-07-16 14:42:11 -07:00
tigercat2000 633c972f46 RnD autolathe removal + tech level overhaul 2017-06-01 11:34:29 -07:00
Crazy Lemon 1204c17520 Merge pull request #7423 from Fruerlund/pdapens
CTRL Click on PDA's will now pull pens
2017-05-30 15:48:12 -07:00
Fruerlund cf6f963459 Fixes requested changes
Fixes usr's to users and should be properly passing arguments
2017-05-30 20:53:00 +02:00
Fruerlund bdf8323be6 Adds PEN removal shortcut
You can now remove pens from PDAs with CTRL click
2017-05-29 22:19:03 +02:00
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 31c9519f3e More GC Define Transitions 2017-05-13 04:24:05 -04:00
Fox-McCloud 5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Fox-McCloud 0578dc56de More GC Fixes and Logging 2017-04-02 03:38:18 -04:00
Markolie a6a7cf9d36 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into zefix
# Conflicts:
#	_maps/map_files/cyberiad/cyberiad.dmm
#	code/game/jobs/job/job.dm
2017-03-10 12:42:37 +01:00
Crazylemon64 869c9b76c4 Streamlines the ghost-to-player creation process
Also refactors ERT equipment to be actual outfits instead of hardcoded
2017-03-08 05:49:49 -08:00
Markolie 02c4cd26f4 Final fixes 2017-03-05 16:42:14 +01:00
Markolie e6b39c3185 Fixes 2017-03-05 14:31:26 +01:00
Crazylemon64 f954382619 Adds a ui_key arg to ui_data 2016-12-31 12:51:07 -08:00
FalseIncarnate da421d841c Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into pogo 2016-12-29 21:13:00 -05:00
FalseIncarnate 48cf5148f0 cleanup 2016-12-21 17:36:10 -05:00
Tigercat2000 b9abce843d NanoUI Update: Seperate UI Data into ui_data() proc
This commit changes how NanoUI's live data updating system works.
Previously, data for the template was directly gathered in the
ui_interact proc. Now, it is seperated into the proc `ui_data`.

To players, this does absolutely nothing.
To coders, this opens up the potential for a much more complicated and
fancy graphical updating system in the future, because the data is
available on-demand without ever having to call
nanomanager.try_update_ui.
2016-12-14 13:37:34 -08:00
FalseIncarnate 1913969578 minor styling fixes 2016-11-24 10:39:30 -05:00
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 cddc7cb340 Nano-Mob Hunter GO! WIP commit 3: The committening 2016-09-06 04:15:44 -04:00
Krausus d146de1dd7 UID mass replace: src=\ref[datum] 2016-09-05 23:12:08 -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
Crazylemon64 4e4215391a D: 2016-08-24 10:25:56 -07:00
Crazylemon64 ed850342e7 timeofdeath is now set and used consistently 2016-08-23 16:22:00 -07:00
Crazylemon64 bf2bcbce67 Removes most hard-coded z level checks 2016-07-31 21:29:03 -07:00
Crazylemon64 ae43de3652 Integrates the z level manager with the space transition system 2016-07-29 19:11:36 -07:00
TheDZD 629caa47f8 Merge pull request #5165 from Fox-McCloud/alt-click-madness
Alt Click Madness
2016-07-26 14:08:21 -04:00
Fox-McCloud d83fe43331 tweak 2016-07-22 19:25:07 -04:00
TheDZD 7fa74a1d1e Re-adds PDA slot 2016-07-21 13:04:02 -04:00
SamCroswell 0466499f86 Personal Crafting - Initial Commit 2016-07-15 16:25:37 -04:00
SamCroswell 324e4b92a9 PDA - Moves Overlays To Goonstation Folder 2016-07-15 13:35:56 -04:00
SamCroswell e139f81412 PDA Slot Removal + PDA ID Changes 2016-07-15 00:54:14 -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
Tastyfish 4fd9d3e131 Nano animations! 2016-05-27 14:52:04 -04:00
Tastyfish 71a7f10b7f Unbroke the pda manifest 2016-05-05 20:36:32 -04:00
Tigercat2000 57648bd6b7 Fix multiple instances of to_chat not being used 2016-04-23 20:45:37 -07:00
Tastyfish 99ba2e4bd2 Fixes pda signaller 2016-04-20 17:01:08 -04:00
Tastyfish b00a8bf95a Fixes cyborg pdas 2016-04-08 15:00:52 -04:00
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