Commit Graph

5846 Commits

Author SHA1 Message Date
Aurorablade
ec3d8c67a5 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-08-19 01:01:19 -04:00
Aurorablade
811170f58f Updates 2016-08-18 04:08:31 -04:00
TheDZD
87bf3a872f Merge pull request #5476 from Fox-McCloud/crutch-refactor
Crutch Refactor
2016-08-17 22:10:51 -04:00
Fox McCloud
6860bf2d19 Merge pull request #5468 from Ar3nn/Supermatter
Supermatter consume now properly spawns robot debris if a synthetic touches it
2016-08-17 21:59:35 -04:00
Ar3nn
b77d200603 ..() the second 2016-08-17 21:51:37 -04:00
Fox-McCloud
1f4f4c6cfe Crutch Refactor 2016-08-17 21:45:55 -04:00
Ar3nn
57b65483f9 ..() 2016-08-17 21:40:53 -04:00
Ar3nn
f702a9feae One more refactor 2016-08-17 21:10:49 -04:00
Fox McCloud
f27123e1ba Merge pull request #5429 from tigercat2000/mecha
/tg/ mecha - Part 1
2016-08-17 17:30:00 -04:00
TheDZD
0a8b81ff7a Merge pull request #5412 from FalseIncarnate/wololo
Wololo
2016-08-17 17:26:10 -04:00
TullyBurnalot
9634181318 Janitorial Quality of Life Update (#5239)
* Janitorial Quality of Life

- Trash Bags fit in satchels/bags/duffelbags
- Advanced Mops clean faster, can clean more
- Holosign Projectors can create more signs
- New Closet added, with janitorial stuff that was previously on the
ground
- Ghosts can no longer create dirt
- Dirt creation slowed down
- Janitorial Closet tidied up

* Removes redundant check

* Trash Bags become heavier with use

* Fixes Map Merge not being done

* Re-adds Box Refilling because I am an idiot

Missing parenthesis, not even ONCE

* Unblocks MULEbot docking area

* Adds broken bulb recycling

* Addresses Fox's/DZD's concerns

* Adds sanity checks for NODROP
2016-08-17 17:23:19 -04:00
Kyep
22857fcab4 Adds Syndicate Infiltration Team (#4816)
* Adds Syndicate Infiltration Team

Goals:
- Provide a way to introduce a group of co-operating traitors, e.g: for
events.
- Provide a way to draw several ghosts into the round at once.
- Provide a way to enable additional objectives (e.g: kidnap) traitors
don't currently have a way to complete.
- Provide an evil counterpart to the Emergency Response Team.

Main:
- Creates a new "Send Infiltration Team" verb under Secrets -> IC for
admins. This verb creates a team of syndicate infiltrators, drawn from
ghosts.
- The infiltrators themselves are prespawned with stealth items
(including 20 TC uplink implants, dust implants, chameleon jumpsuit,
etc).
- The admin who invokes the SIT chooses their mission. It can be
anything.
- This team has their own shuttle, with 3 docking points on the
Cyberiad: arrivals maint, eng maint, and sci maint.
- Their shuttle has blast doors, and a small shuttle brig for abducting
Cyberiad crew.

Misc:
- Creates an 'emag_immune' attribute for doors (and pod doors). Applies
it to SST, SIT and nuke ops main doors. SST application prevents an
exploit. SIT/nukeops application prevents failzerg.

* check_rights, color codes

* Improved Options

- Added PDA painter to SIT spawn room, to prevent SIT members from
metagaming the SIT by identifying them from their PDA color.
- Added food, drinks, and laundry machine/crayons (to recolor gloves) to
the SIT spawn room.
- Added team size prompt for issuing admin, to allow them to send larger
or smaller teams.
- Removed storage implant from the list of things SIT team members spawn
with. In most cases, they will have plenty of TC to buy one if they want
it.
- Fixed action button sprite on dust implant. No longer displays as
blank.
- Added the number of TC each team member gets on spawn as an
admin-configurable option when using the verb. 20-30 is suggested.
- Updated memories ("Notes") given to each SIT member upon creation.
- Fixed a bug with SIT team size which was sometimes causing one less
person to spawn than was intended.

* Minor Improvements

- Made SIT members show up on antaghud, and to each other. Rather like
nuke ops.
- Made SIT members start out with a flashlight in their backpack, so
they can more easily find their way into the station from maint, without
bumbling around in the dark.
- Removed manhack grenade from SIT shuttle, replaced it with a welding
tool. Subtle hint to break the wall into the station.
- Added option for admins to spawn a Syndicate Officer to brief the team
before they go. The officer does not go with the team. They're rather
like ERT Directors briefing ERTs before they are sent out. Optional
fluff.

* Map Area Tweak

* Fixes potential SST exploit with c4-ing mech door

* Tiger

* World's smallest merge/Travis fix

* Renames Officer to Management Consultant

* Removes protected var blocking C4 on poddoors

* Removes emag_immune property for doors
2016-08-17 17:21:51 -04:00
Mieszko Jędrzejczak
a0959a742f Why must thou abandon me, src? 2016-08-17 22:06:51 +02:00
Mieszko Jędrzejczak
cb33fdc79e Goshdurn hoodies 2016-08-17 20:05:05 +02:00
Ar3nn
ff467b984e Oops 2016-08-17 12:26:31 -04:00
Ar3nn
45e5e7b837 Come at it from a better angle 2016-08-17 00:30:25 -04:00
Aurorablade
c1e27c7436 updated 2016-08-16 17:53:47 -04:00
Aurorablade
47dc3a3051 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-08-16 02:23:20 -04:00
Aurorablade
1641e3cd84 updateing branch 2016-08-16 02:23:08 -04:00
FalseIncarnate
4ea4f52883 wololo 2016-08-15 00:15:15 -04:00
Isaac Erwin
11e86c434e Fixes talking swords being unable to their wielders, or anyone 2016-08-14 13:48:54 -04:00
FalseIncarnate
03fafac9d9 WOLOLO Cleanup v2
Moves the timer (and deconversion) to the mind datum instead of on the
staff.

Rewrites nullrod reskin list-building to instead rely on a variable set
on the subtype of nullrod to determine whether or not to include it by
default.
- By default, all nullrod subtypes EXCEPT fluff subtypes and the
missionary_staff subtype have this set to TRUE.
- Fluff subtypes still re-add themselves to the list as appropriate
through their fluff_transformations list entries, like they previously
did.
- This also allows future coders to potentially make new nullrod
variants that are not reskin options (such as for admin-only versions,
or special away mission reward versions) with better stats / effects by
simply setting "reskin_selectable = FALSE" in the subtype declaration
instead of manually removing the path from the list
2016-08-14 01:02:23 -04:00
Isaac Erwin
8b9b28a3c5 Fixes welded fireclosets not showing up properly 2016-08-13 13:14:30 -04:00
FalseIncarnate
8d15e683a6 WOLOLO cleanup
Cleans up those nasty trailing returns, colons, and other clutter. Also
went ahead and removed the colons from the original mindslave code I
copied.

Converting loyalty implanted crew now results in a shorter zealot
duration. Previously, all crew was a zealot for 10 minutes, now crew
that is loyalty implanted AT THE TIME OF CONVERSION remains a zealot for
only 5 minutes before deconverting.
2016-08-12 21:29:18 -04:00
Fox McCloud
739cf9102b Merge pull request #5339 from IcyV/Chameleon-Flag
Adds an explosive chameleon-flag for traitors
2016-08-12 18:59:31 -04:00
TheDZD
e944f176d6 Merge pull request #5418 from Fox-McCloud/malf-ai-rework
Malf AI Rework
2016-08-12 18:30:41 -04:00
Tigercat2000
258f477eb3 /tg/ mecha - Part 1
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.

 - Removes relative pathing from /datum/events
 - Updated Process_Spacemove() to use
   atom/movable/proc/get_spacemove_backup()
   - Basically just makes launching off of unanchored objects in space an
     OOP behaviour
 - Removed styling atrocities and relative pathing from most of the mecha files.
  - Notable exceptions:
   - code/game/mecha/mech_bay.dm
   - code/game/mecha/mech_fabricator.dm
   - code/game/mecha/mecha_construction_paths.dm
   - code/game/mecha/mecha_parts.dm
   - code/game/mecha/mecha_wreckage.dm
   - code/game/mecha/paintkits.dm
 - Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
   calls. Replaced by specific code for the 3 modules that used it.
 - Refactored module cooldown. It now uses addtimer, and power usage is
   hooked directly into the cooldown calls.
 - Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
   but, necessary for porting the multi-buckling system from /tg/.
 - Split code/game/mecha/equipment/tools/tools.dm into multiple files.
 - Removed snowflake behaviour from exosuit drill. It now calls
   turf.drill_act(src).
  - Different from /tg/: Allows you to drill any wall/floor normally.
 - Drill no longer gibs mobs. It deals 80 organ damage instead.
 - Drill can be used to harvest dead mobs.
 - Removed all global_iterator systems from mecha and mecha equipment.
   Everything now uses object processing.
 - Mecha now have a turn sound variable and step sound variable. Updated
   all subtypes to use these instead of snowflake domove procs.
 - Removed mecha_do_after, mecha now uses the normal do_after.
 - Removed enter_after, same as above.
 - /obj/mecha/Process_Spacemove no longer strangely calls the user's
   spacemove.
 - /obj/mecha/return_pressure now uses return_air instead of copypasted
   cabin air detection.
 - Same for /obj/mecha/return_temperature
 - Added /obj/mecha/Exited. Basically, properly clears occupant refs,
   even if they teleport out/otherwise exit improperly.
 - Added hooks for mecha action buttons; Didn't implement them yet.
 - Moved mecha UI to code/game/mecha/mecha_topic.dm
 - Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
 - Updated visible_message and audible_message. Both now use
   get_mobs_in_view() to ensure that mobs inside containers can see
   messages.
 - Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
   use. Any subtypes are now just subtypes of
   /obj/item/mecha_parts/mecha_equipment.
2016-08-12 06:14:00 -07:00
IcyV
c89540a396 Fixes the flag sometimes not deleting right away.
Hilarious to see chained explosions but not very practical.
2016-08-11 12:02:03 -07:00
monster860
19460ff4af Makes boldnotice and danger classes be be used 2016-08-11 12:20:02 -04:00
Fox-McCloud
41a74fb865 Malf AI Rework 2016-08-11 05:16:06 -04:00
FalseIncarnate
8028695077 WOLOLO AEOOEO 2016-08-10 23:40:02 -04:00
Fox-McCloud
0b23e2a497 Fixes Bandolier Sprite 2016-08-10 18:57:35 -04:00
TheDZD
6d280e52de Merge pull request #5375 from Fox-McCloud/formal-captain
Formal Captain Update
2016-08-10 18:12:09 -04:00
Tigercat2000
58103757cc Merge remote-tracking branch 'upstream/master' into GAMEMODE_CODE_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Conflicts:
	code/game/gamemodes/newobjective.dm
	code/game/gamemodes/objective.dm
2016-08-10 14:16:42 -07:00
Crazylemon64
1b93ce9b8b Merge branch 'master' of github.com:ParadiseSS13/Paradise into space_allocation 2016-08-10 11:02:05 -07:00
FalseIncarnate
20b33bcb1f WOLOLO
New traitor chaplain items: Missionary Robe and Missionary Staff.

They look like ordinary chaplain hoodies, but the Missionary Robes
actually are armored and can be linked to a single Missionary Staff to
recharge "faith" while wearing the robes.

The Missionary Staff looks like either the red or blue godstaff
nullrods, and is also a nullrod (can't be reskinned). However, the true
power comes when linked to a set of Missionary Robes, charging the staff
with "faith" that can be used to perform ranged conversions on
individual targets within sight of the missionary.

Conversions mimic the effects of a mindslave implant, except that it
only last for 10 minutes before the victim returns to normal. The victim
is specifically told when they deconvert that they forget their actions
and master. Conversion is able to overcome loyalty implants sometimes,
but if successful it will take longer than normal to recharge. Likewise,
the more "educated" crew members (psychiatrist and librarian) are more
resistant to conversion, though much less so than the loyalty implanted
crew (these resistances do not stack). Civilians, on the other hand,
have a chance to only use half the "faith" of a normal conversion,
meaning you can attempt another conversion much sooner. Crew that is
already mindslaved (whether by a staff or implant) cannot be converted,
as they are already mentally dominated, so this can also potentially
help you make a new traitor friend if you play your cards right.

Successfully converting a crew member mindslaves them to you for 10
minutes, and recolors their worn jumpsuit to match the color of your
staff (red or blue, chosen randomly when the staff is spawned). Failure
to convert a target expends 25-75 "faith" (based on circumstances),
while a successful conversion typically uses 100 "faith" but can use
more or less in special cases. As long as you wear the Missionary Robes
and keep your Missionary Staff close by, the "faith" recharges passively
and will notify you when you are able to attempt another conversion.

Times, chances, and values are subject to change.

TODO: Upon conversion, play "WOLOLO" to the missionary and new zealot,
to inform them both of the good news. Also, testing.
2016-08-10 06:39:13 -04:00
Fox-McCloud
11155b261a Merge remote-tracking branch 'upstream/master' into formal-captain 2016-08-09 05:14:39 -04:00
TheDZD
f7b6928a9f Merge pull request #5355 from Fox-McCloud/malf-ai-update
Malf AI Powers Update
2016-08-08 21:30:12 -04:00
TheDZD
a1448a10d8 Merge pull request #5367 from Fox-McCloud/fix-copies
Illusion Simple Animals Have Attack Sounds
2016-08-08 20:37:56 -04:00
Fox-McCloud
989b629de4 crown and shoes 2016-08-08 19:36:41 -04:00
Fox-McCloud
0694a35da4 Formal Captain Update 2016-08-08 19:01:37 -04:00
Tigercat2000
0821e5bd04 Merge remote-tracking branch 'upstream/master' into GAMEMODE_CODE_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Conflicts:
	code/game/gamemodes/objective.dm
2016-08-08 06:21:02 -07:00
Fox-McCloud
340d397382 Wormhole Event Fix, Portal GC Fix 2016-08-08 09:03:30 -04:00
Crazylemon64
031dd2bb3d Iiiiit's merge conflict time!
Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into space_allocation
2016-08-07 23:42:02 -07:00
Fox-McCloud
aa1e0407d4 Illusion Simple Animals Have Attack Sounds 2016-08-08 00:20:13 -04:00
Fox-McCloud
35557881ab Malf AI Powers Update 2016-08-07 04:48:21 -04:00
IcyV
28d63f03d0 Adds an exploding chameleon flag for traitors
This gives traitors a 7TC chameleon flag. It can be used once to be
disguised as any other flag on the station. It comes with an explosive
payload equivalent to a minibomb. It explodes once the flag finishes
burning. By default it looks like a standard NT flag that has a separate
name and description by default.

Would have re-opened #5281 instead but things went horribly wrong on my
local side.

🆑 IcyV
add: Adds an exploding chameleon flag for traitors.
/🆑
2016-08-05 13:32:32 -07:00
Ty-Omaha
1b03ac78fd Fix 2016-08-04 19:20:19 -04:00
Chakirski
6dca3112b3 The fact this is inconsistent hurts me. 2016-08-04 11:29:26 -05:00
TheDZD
44ae3a4a68 Merge pull request #5309 from Fox-McCloud/field-generators
Field Generator Cleanup, Singularity Fixes,
2016-08-03 23:29:09 -04:00