Commit Graph

64 Commits

Author SHA1 Message Date
MistakeNot4892
b22a0568a3 Sideports a couple of init unit tests from Neb. (#7893)
* Sideports a couple of init unit tests from Neb.

* Trying to unfuck initialize logic.

* Removing del()s.

* Adjusting return values to Initialize().

* Moving some dangerous object logic from obj onto the two types that use it.

* Rolling back some init changes and commenting out initialized atom unit test.

* this comment formatting is a minor war crime

* Removed sleep() from signaler circuit Initialize().

* Additional Init fixes post-rebase.

* Uncomments subsystem test since that's passing.
2021-02-21 12:03:34 -09:00
Mechoid
95ea4f6f2d Mech Appearance Update (#7818)
* Mechs are now properly scaled. Also fixes the FUCKING taur sprites.

* What
2021-01-24 10:18:05 -09:00
Mechoid
394e787796 Tweaken 2020-09-05 18:11:05 -07:00
Mechoid
282b42dbc1 Exosuit Modular Internals, The Squeakening (#7329)
* Begins work on internal exosuit components, similar to Borgs.

* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.

* Component Sprites

* Actually implement component repair, I knew I missed something.

* Magic numbers, properly typed lists, and indentations oh my

* Changeling
2020-08-05 16:20:46 -07:00
Kates
a1aada03f1 Add Mechs damage & penetration thresholds along with other improvements. (#7316)
* Indent some comments for ease of read

* Edit the armor values to be more readable, also add radiactive and bio checks.

* Add damage threshold and penetration thresholds.
If you do not enough damage, it will simply bounce off consistently. Something that does 1 damage to a person would be so ridiculously nothing to a mech that it shouldn't achieve anything.
- If you throw a pebble at a mech, it will probably do nothing unless decently good as a weapon.
Additionally, your armor reduces the effectiveness of most attacks without a minimum of armor piercing.
- A flat hit with an hammer might be damaging to a squishy human, but it would probably not be all that effective against armored outerskin. The damage will be reduced to 2/3 or x0.66 to remark on this.

* Add a couple example values to the ripley and durand.

* Move the value by which failed penetrations damage is reduced to. God this is a mouthful to say out loud.

* Change the damage message from 'no denting' to 'bounces off'

* Fix an indentation error

* Small variable tweak.
2020-07-09 16:37:01 -07:00
Kates
5d10e60c88 Add a random mech spawner (Not mapped in yet) (#7324)
* Add some work for random mechs
- Add a few variants of worn down, slightly busted mechs, this is specifically intended for mech bay later on.
- Add a random spawner with pretty much every mecho inside of it.
-

* Several mecho things:
- Add a comment to mecha.dm
- Add a forgotten comma
- Delete the vague attempt at a marauder cleared thing.
- Correctly change max health on the gygax

* Make it so the Marauder/old doesn't spawn with stuff

* Add a weaker list of mechs without phazon & marauder
2020-07-09 15:13:16 -07:00
Atermonera
e749b79026 Fixes mech projectile armor thinking test projectiles are dangerous (#6480)
* Fixes mech projectile armor thinking test projectiles are dangerous

* Actually adds some files to polaris.dme
2019-12-21 20:56:24 -08:00
Heroman3003
58848bc7a5 Switches equipped mechs to use initialize 2019-10-30 11:03:23 +10:00
Mechoid
234af8bc9e Multi-Tile movement, and a shuttle mechanized vehicle to use it. 2019-04-20 00:33:04 -07:00
Neerti
1afbe8d4b0 Explorer Update - Cataloguers (#6016)
* Explorer catalog scanners.
2019-03-30 13:18:15 -07:00
kevinz000
c2c688c4c8 caps 2018-12-06 18:34:37 -08:00
Mechoid
6f909ce590 Mech Mini 'Revamp'. Will need playtesting. (#5480)
* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.
2018-08-21 15:08:58 -05:00
ReddeyfishVor
75fdd5f71c Fix bug in death ripley visuals
Death ripleys were being reset to normal ripley visuals when a pilot enters, caused by using the inherited `initial_icon` value from the normal ripleys.
2018-04-10 19:04:55 -07:00
Leshana
5847319443 Update every initialize() proc to return an initialize hint.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
2018-02-05 15:50:13 -05:00
GinjaNinja32
de4f085057 code/game, excluding code/game/machinery and code/game/objects 2015-05-29 21:51:27 +01:00
PsiOmega
1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
PsiOmega
a6a428af6a Mecha + misc. Destroy() because I had already begun. 2015-04-17 09:55:59 +02:00
PsiOmegaDelta
2a516ed80a Merge pull request #7959 from mwerezak/hoverpod
Returns hoverpod step drain to 10
2015-01-27 16:34:13 +01:00
mwerezak
f80f8f3057 Returns hoverpod step drain to 10 2015-01-27 01:05:10 -05:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
PsiOmega
a216173271 Fixes server start runtime errors
Moves mech Z-level checks from New() to initialize() to ensure configuration has been read.
2014-11-05 13:18:35 +01:00
PsiOmega
fc67087d7a More Z-level compatibility
Previously missed Z-level checks in the form "z  != X".  Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
2014-11-03 09:57:56 +01:00
mwerezak
a2cf18174b Allows toggling hoverpod stabilization 2014-10-26 13:18:04 -04:00
mwerezak
cd1d457323 Factors out common mecha/working procs
Refactors a bunch of identical hoverpod and ripley procs and moves them
into mecha/working
2014-10-26 13:17:31 -04:00
mwerezak
4e7a8fac34 Hoverpod tweaks
Hoverpods are a subtype of mecha/working again, but drills are now
ripley specific. Hoverpods have increased cargo and can carry 3 tools.
Hoverpod crates now come with a clamp and passenger compartment
pre-installed.
Brings back the combatpod, can equip weapons.
2014-10-26 13:16:30 -04:00
mwerezak
604ad08f07 Fixes #6820
Readds missing check, makes hoverpods their own mech type and moves them
to another folder.
2014-10-22 00:15:42 -04:00
Gamerofthegame
33b9d19df1 Commit repair 2014-09-28 17:13:42 -04:00
Segrain
34a6735ef8 ERT mecha beacons. 2013-10-12 14:31:12 +03:00
Zuhayr
f77d208d04 Fixes #3131 2013-06-22 22:19:52 -07:00
Spamcat
17269494ef fixed #2737 2013-05-08 15:13:28 +04:00
Mordeth221
83719e09de Fixed a silly mistake 2013-04-23 21:37:40 +01:00
Mordeth221
76b2941803 Added custom APLU 2013-04-23 18:56:44 +01:00
sieve32@gmail.com
d64186ec9b -Now instead of just giving an angry message, any living mob with a client and the nuke disk that hits a transition on Z1 on them will have their momentum reversed, effectively sending them back where they came from. (Dead and clientless mobs still have the disk deleted from them)
Fixes Issue 1183

-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158

-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027

-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196

-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202

-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206

-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-10 19:07:02 +00:00
petethegoat@gmail.com
bc933cc10b Fixes issue 1040. Ability to give mechs all access and remove DNA locks from mechs and more.
(the fix is shitty, but then, so is mech code)
Fixes issue 1043. Safe structure allows users to teleport any item in the game to them

Increases the firefighter heat resistance to 4500.
Removes firefighter.dm, as it was entirely commented out. Firefighters are in ripley.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4968 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-27 14:51:30 +00:00
johnsonmt88@gmail.com
c70698e5e7 Airlocks should no longer shock you multiple times for bumping/wirecuttering into it once.
Destroyed mechs now drop the contents of the cargo collected with the hydrolic clamp
- This should fix yet another way to permenantly removing the nuke disk from the game.

Fixed a typo in hydrolic clamp

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3871 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 17:50:16 +00:00
sieve32@gmail.com
834b9f98d1 TIME FOR CONTENT
-New item, the Sheet Snatcher. Picks up mineral sheets (Excluding wood and sandstone, since they aren't 'sheets' per se). Standard one holds up to 300 sheets, minerborgs get 500. Will hold any combination of sheets, and auto-stacks them when emptied, works similarly to the ore satchels
-Mech drills can mine sand, with diamond drills getting an extended volume
-Mech Diamond Drills will drill through rwalls again, but it is pretty slow, sometimes taking 5-6 tries just to get the plating off
-Mining Ripleys no longer runtime to hell when the status panel is opened
-Fixes Issue 572, now when floors are created, they assimilate air from nearby tiles, so if it's in space, there will be no air, etc...
-Bumping an asteroid wall as a human or borg with a pickaxe in your hand will make you automattically start mining the wall, feels MUCH faster due to ignoring click_delay()
-Miner borgs with the satchel in their active modules will automatically scoop up the ores
-Clicking an asteroid turf with the satchel will function just as if you clicked on an ore (if any are present)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3867 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 02:46:29 +00:00
johnsonmt88@gmail.com
c36e6d57d4 Mining mechs, which currently only spawn in secret asteroid rooms, no longer have tracking beacons
Changes to windoors.
- Secure windoors now require 2 plasteel sheets instead of 4 rods
- Windoors and secure windoors have reduced health.

Added checks for proximity, canmove and death on:
- Library scanner
- Library computer
- Library public computer
- Bookcases (Fixes issue 564.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3824 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 02:16:59 +00:00
johnsonmt88@gmail.com
3e3c9d4739 Window doors are now breakable
- Window doors currently have 200 health, this can and will change if break ins become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors

Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible treasure.
- - There is a chance for the ripley to have a diamond drill instead of a regular drill. 

Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the metal.

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3696 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 20:35:32 +00:00
vageyenaman@gmail.com
bb2e8a2773 A more long-term fix for the exosuit fabricator. Derped around with a few paths.
Removed stupid debug messages from the TCS interpreter.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3201 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-26 22:10:37 +00:00
panurgomatic
c754581c46 - Added Exosuit Jetpack
- Added Exosuit Nuclear Reactor
- Added Ripley construction steps sprites (courtesy of WJohnston)
- Exosuit Sleeper can now inject occupant with reagents taken from Syringe Gun
- Exosuit Cable Layer will now auto-dismantle floors
- Exosuit Heavy Lazer cooldown increased, Scattershot now fires medium calibre ammo (less damage)
- EMP now drains half of current exosuit cell charge, not half of maximum charge.
- Exosuit wreckage can be pulled
- Fixed several possible exosuit equipment runtimes
- Moved all mecha-related icons to icons/mecha
- Mecha equipment messages will show equipment icons in chat window
- Fixed mecha creation reports being sent at wrong construction step
- Played with changelog markup. For some reason javascript is extremely slow in byond browser, I'll look into it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3057 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-08 18:47:04 +00:00
quartz235@gmail.com
64a0a884ee - Fix for ripley wrecks (YOU'RE WELCOME SUPERXP)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3052 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-07 22:40:02 +00:00
quartz235@gmail.com
b3f7865754 moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-25 05:05:55 +00:00
panurgomatic
3517810d11 - Added atom/proc/search_contents_for. Recursively searches through all contents of all atoms inside specified one for matches, returns a list of found atoms.
- Added teleporter datum. do_teleport proc is now just a wrapper for it.
- Added damage absorption to mechs.
- Added mecha step and turn sounds.
- Cleaned effects code a bit.
- Metal foam should now block air movement.
- Since sd_ lightning library chops areas into pieces, turrets now work with master area.
- Tried to optimize DesignHasReqs proc.
- Added plasma converter and laser cannon mecha equipment.
- Other cosmetic changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2463 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-31 22:09:36 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
noisomehollow@lycos.com
ca2af1cde2 Created new icon dmi for ai icons. Threw all AI- related stuff in there.
Replaced swat gear in assassin equip list with black gloves and shoes. CentCom Commander equip now includes a bullet-proof vest.
Upgraded holograms. It is now possible to create them dybamically through getHologramIcon(). If you want to tweak how they look, change that proc.
AI can now project holograms for anyone registered on the crew. Holograms that do no fit this category can also be added now (like the one the AI starts with).
Added generic holographic projection machinery category. Should now be possible to create wanted hologram projections and two-way communication using holograms. Unfinished but someone else can work on it.
Fixed regular cigar sprite from another commit.
Fixed deathsquad helmet down sprite. Also, adjusted it to look more unique.
Updated swat mask.
Made the swat boots use the jackboot sprite. Made swatboots actually as fast as other boots.
Added a Honker destroyed and open sprites.
Some misc icon tweaks.

Ninjas:
Adrenaline boost now resets player stat to 0. Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets stat. It's technically possible to come back from crit health (momentarily, before life.dm knocks you right back in crit) but I think it's a fair tradeoff.
Some minor fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1769 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 04:41:35 +00:00
panurgomatic
32cded8556 - Speed up for exosuits (faster walking, faster turning).
- Added energy relay to exosuit fabricator.
- Bugfixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1632 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 16:12:25 +00:00
panurgomatic
6564fec7e3 - Fixed bug with destructive analyzer being stuck in busy state after canceling item destruction.
- Fixed bug with mechs not reading ID permissions from PDA.
- Updated H.O.N.K menu code.
- There should be no delay in updating mech equipment info in exosuit stats window.
- Added armor booster sprites.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1510 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-30 16:00:40 +00:00
panurgomatic
c7aa327159 - Operation permision now can be set for all mechs, including combat models.
- Added Durand parts and Durand construction (currently using Gygax part sprites)
- Other mecha tweaks.
- Fixed smelter not showing sand as smeltable material.
- Cyborg gibbing inside recharge station should now update its icon and power consumption.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1288 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 13:27:31 +00:00
panurgomatic
8c938b79cb This is a rather big mecha update (not everything is polished, bughunt in progress).
- Mechs equipment is customizable (you can add different equipment to mechs). Weapons go to combat mechs only, clown mech equipment - to HONK only. Clamp goes only to Ripley.
- Mech equipment can be built by mech fabricator.
- Added mecha RCD, mecha teleporter, mecha wormhole generator equipment.
- Equipment(if any left) can be pried from mecha wreckage with crowbar.
- Mech control console circuitboard added to circuit storage.
- Mechs can teleport from teleport hub.
- Fixed ripley cargo problems with moving objects(bots, carps, huggers etc). Loading hostile organisms may be harmful. Be vigilant.
- Fixed bug with many mobs climbing inside one mecha.
- Fixed mecha "unable-to-move" message spam.
Other things:
- Rooms in random asteroids for extended and sandbox (WIP)
- Misc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1190 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-15 15:20:02 +00:00