Commit Graph

284 Commits

Author SHA1 Message Date
MistakeNot4892
e67c35e751 Removes transform from speech bubbles when speaker is scaled at less than 2x. (#7927)
* Resets scaling and colour on the typing indicator.

* Refactoring speech bubble generation.
2021-02-28 14:08:36 -09:00
Neerti
94062a21bf Implements status effect icons for various statuses. Cleans up various variable accesses to use setters instead. 2020-07-18 12:53:32 -04:00
Aronai Sieyes
dcf09397b4 Various talking fixes/improvements 2020-06-03 10:10:55 -04:00
Aronai Sieyes
6c6644f86c Rewrite examine() to pass a list around (#7038) 2020-04-29 13:42:16 -07:00
ShadowLarkens
54a8a5823d Saycode Overhaul -- Multilingualism (#6956)
* Port ParadiseSS13/Paradise#2100 - Saycode refactor

* Removed unused old carbon slimes code

* Port ParadiseSS13/Paradise#5099 - Saycode part 2

* Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages

* Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName()

* Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message

* Addressed Atermonera's review.

Translators now print the full message if they find any languages within the
message that the user doesn't understand, minus languages it cannot translate.

Additionally, the combine_message proc has been significantly simplified
by eliminating an ugly tree structure with the help of a little helper
proc.

The removal of the extra span inside each piece doesn't seem to have
visually changed the messages in any other way than changing where the
wordwrap happens, strangely enough. Must be something in IE's code being
picky about invisible elements. On the bright side, it splits *later*
than it did before, thus reducing the lines a message will take up by a
tiny amount.

Also, a bunch of things now have the 'filter_say' class from
PolarisSS13/Polaris#6998. Since span classes with no definition are
totally valid and just don't do anything, this PR does **not** depend on
that PR being merged first.

* Always gotta be one
2020-04-20 01:11:53 -07:00
Neerti
8a03168d95 Stasis QoL (#6923) 2020-04-06 21:38:22 -07:00
Aronai Sieyes
715de43f35 VChat: Redone chat output done in Vue.js (#6761)
* Better notifications

* Add buttons to del/move tabs in edit mode

* Add a <span> to emotes

* Fix duplicate IDs in VChat and add more logging

* VChat: Redone chat output in Vue.js

* Ported tg asset cache

* VChat DME Update

* Replace \image macro with bicon()

* NanoUI Subsystem Fixes

Don't do this, the asset subsystem does this for you

* Allow narrate/globalnarrate shenanigans

Allows HTML if your entire thing is HTML

* Disable bicon() icon object cache, and create text tag cache

* Ore Scanner is written incorrectly

Only revealed by vchat

* Fixes 2 VChat bugs

* Underline links in VChat

* Fix LOOC color

* VChat Improvements

Hopefully, anyway.
- Arbitrary font size setting
- Line height setting
- Multiple crush settings
- Rewrote how tabs work hopefully for performance
- Hidden messages are actually put elsewhere
- Attempts to correct chat backlog restore on rejoin

* Surgery steps to use <span>

* Some VChat Tweaks

- Chat remains between client reconnects if your client didn't close (so things like using the reconnect button, or autoreconnects at round end when that feels like working)
- The client doesn't send pings to the server, the server sends pings to the client. This fixes AFK measurements for AFK kick purposes.
- Turn latency indicator into a green/red indicator to show if you're connected, and when clicked will perform a one-time ping (and block doing it again for 10 seconds). It will display '?ms' if it never got a reply, or '999ms' if it did, but it was over 1s.

* Include date in filename for VChat log save

* Merge pull request #6767 from Cyantime/patch-2

Change chat export naming scheme

* Adds VChat tab saving

Saves every time you enter/exit edit mode. Persists between rounds, VChat reloads via verb, etc.

* Fix chat exporting when someone has used unicode

Only affects clients still using 512

* Use CLIENT_FROM_VAR for ease of code reading

* Update code/modules/client/asset_cache.dm

Co-Authored-By: Novacat <35587478+Novacat@users.noreply.github.com>

* Fix runtime when client disconnects before vchat loads

* Fix polaris version of command reports

* Fix LOOC color in oldchat

* Put some styles in various adminpm messages

* Round info and advanced who spans

* Fix missing tag-end

* Maybe fix images for linux and statpanel but also doom everyone

Co-authored-by: ShadowLarkens <ShadowLarkens@users.noreply.github.com>
Co-authored-by: Novacat <35587478+Novacat@users.noreply.github.com>
2020-03-27 14:07:28 -07:00
Leshana
767e6227f5 Replace all direct setting of mob.stat with mob.set_stat() 2020-03-20 23:45:29 -04:00
Arokha Sieyes
5b15917d32 to_chat replacing stream operator 2020-02-17 13:14:08 -05:00
Rykka
493b83d5a0 Update Chat System to use to_chat(src, "") instead of src << "" 2019-10-28 15:22:32 -06:00
Neerti
6a2cd30e14 Replaces AI-controlled Maint Drones with AI-controlled Borg Shells (#6025)
* AI shells, some fixes re: Borgs.
2019-04-06 02:06:14 -07:00
Neerti
1afbe8d4b0 Explorer Update - Cataloguers (#6016)
* Explorer catalog scanners.
2019-03-30 13:18:15 -07:00
kevinz000
46c79c7d3e [READY]Makes a bunch of processes subsystems instead (#5814
* Converts various New() definitions to Initialization()
* Adds absolute pathing
2019-01-15 22:58:06 -08:00
Neerti
8c952bf7a8 Finishes removal of old slimes, fixes maps. 2018-09-19 01:08:25 -04:00
Anewbe
0c0246e3fa Still more simple_mob conversions (#5523)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* 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.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Converts more simple_animal mobs to simple_mob

* Submap correction
2018-08-28 11:25:33 -07:00
Neerti
70ac478aea Merge pull request #5065 from VOREStation/vs-port-3204
[PORT] Revamp logging for consistency
2018-03-20 21:13:47 -04:00
BillyBangles
85e377f017 Adds a cursed sword (and other haunted things) (#4931)
* adds cursed sword and 'haunted' object framework.

* fixes back.dmi conflicts

* adds cursed blade ghost pod

as well as fixing some ghost pod oddities

* fixes misc.dm conflicts

* adds cursed sword cave POI

* makes cursed sword use voice mob

as opposed to a brainmob
2018-03-19 11:49:33 -07:00
Arokha Sieyes
73838e0a62 POLARIS: Revamp logging to be consistent 2018-03-13 18:20:58 -04:00
Neerti
a8513844ec Adds a Trait system (#4048)
* Works on trait system, wip.

* Finalizes traits.
Fixes a few bugs with medical machines assuming a max health of 100.
2017-10-13 01:17:39 -05:00
Mechoid
b4a323ec38 Fixes Brain-Mechs, and a tangentially related MMI runtime. 2017-09-29 20:29:30 -07:00
Anewbe
a030390c4e Merge branch 'master' of https://github.com/PolarisSS13/Polaris into drone_circuits
# Conflicts:
#	code/modules/mob/living/carbon/brain/MMI.dm
2017-09-28 15:38:19 -05:00
elgeonmb
2df750f869 ur right prismatic 2017-09-27 11:23:30 -07:00
elgeonmb
a17d83fb80 Drone circuit +posibrain lorechanges
Removes all that mumbo about "you live to serve" and replaces it with a reminder that you're designed to be friendly to human values. I don't really see the trouble with this-- if a new drone or posi wants to be a surly bastard, it can, it's just not getting sleeved in a shiny bipedal body.

Also adds a bunch of indulgent OS names for drone circuits.

(Realtalk this is mostly just me figuring out how PRs work so I can start being something closer to actually productive)
2017-09-27 02:09:06 -07:00
Anewbe
92a0555b15 Digital MMI tweaks 2017-09-25 18:08:58 -05:00
Anewbe
a0ba650609 Merge pull request #3916 from PrismaticGynoid/radioenabledbrains
Makes all synthetic brains radio-enabled.
2017-09-23 20:50:02 -05:00
PrismaticGynoid
957f742642 Makes all synthetic brains radio-enabled.
Mostly because the old radio-enabled MMIs were almost never used. Changes all MMIs and their subtypes (posi and drone brains) to have a radio inside of them, which can only be used when the brain is outside of a body. This radio can be used to talk over the common channel, in case you get left on a table somewhere by an absent-minded roboticist. However, the radio can also be disabled, in case an antag has you and doesn't want to to scream for help.

Since this makes the old radio-enabled MMIs obsolete, they're no longer printable(although it's still defined in the code so I don't have to touch the map file). Also fixes a telecomms runtime with brains talking over the radio.
2017-09-22 18:49:37 -07:00
PrismaticGynoid
db9f8ca466 Removes binary from brains.
This is being done because of the problem of MMI-type brains suddenly having access to a secure channel they can spy on when removed from a body - something they couldn't access before without a binary communication device or similar. This has been used several times against antags, usually antag AIs.
2017-09-22 18:09:25 -07:00
Neerti
afd7b15442 Adds the Lost Drone 2017-09-22 01:17:53 -04:00
Anewbe
c9f83a9d68 Merge pull request #3769 from PrismaticGynoid/forgottenlanguages
Brain transplants, synthetics, and languages
2017-09-16 15:35:29 -05:00
PrismaticGynoid
9c1bb56522 Brain transplants, synthetics, and languages
Brains now retain languages from the mob they were removed from, rather than forgetting them. Languages are also retained when a brain is transplanted into a new body.

AIs, as well as cyborgs/robots/drones, will load languages from your currently-active preferences when they spawn (just like humanoid mobs do). Brains removed from cyborgs/robots/drones will retain their original languages regardless of the current module.

Brains in MMIs can now speak EAL if they know it, and additionally fixes #2832 - sign language will no longer be usable when lacking both hands. Also fixes silicons being told the wrong language prefix by the known languages window, as it was still showing ':', leading to much confusion among new borg players.

Known issues:
AIs who can use sign language can use it even without a holopad - I'm not sure how to have it check for that. This could be seen as a non-issue, as signs could conceivably be displayed on the AI's screen.

AIs signing over holopad will also have the language verbs overridden by the synth speech verbs (states/queries/declares). I'm pretty sure this has something to do with the already-existing bug that all languages can be understood by everyone when an AI speaks them over holopad.
2017-09-06 20:14:17 -07:00
Neerti
8f00965cc2 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 8/10/2017_make_xenobio_old_again
# Conflicts fixed:
#	code/modules/admin/topic.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/view_variables/helpers.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/transform_procs.dm
#	maps/northern_star/polaris-1.dmm
#	polaris.dme
2017-09-05 00:58:27 -04:00
Neerti
4bfcec55f2 work 2017-09-04 21:52:47 -04:00
Belsima
fcb471af20 Adds positronic bootup noises. 2017-08-15 23:03:35 -04:00
Cameron653
97957fcaee Replaces more macros. (#3647)
* MORE MACRO CHANGES

AHHHHHHHHHHHHHHHHHHHH

* Fixes a few typos

* Fixes compile error

* Fixes for real

* 4 macros left that I can't find
2017-07-27 21:12:21 -05:00
Cameron653
e158fcd3cc Macro Replacements. (#3574)
* A preface to my madness

Travis failed one of my PR's because I copied old code
that used /red /blue /green.

Because of this, I am going to find and replace every
instance of it that I find.

Also this is a test commit to make sure I'm comitting
to the correct branch.

* /blue /green /red replacements

Dear god.

A slow and painful death from acid is more fun than this.

I wouldn't wish this torture on my worst enemy.
And this is only the beginning

* Replace part 2.

Time to fix the human error.

* Fixes mismatches

* Sets macro count to 220

One above the current number of macros in the code.

* Fixes last of the mismatches.

* Removes spaces, replaces \black

Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen

* Updating macro count again

* More fixes!

* Issues fixed! For real this time!

I swear!

* Fixing all the merge conflict files.
2017-07-19 12:47:23 -05:00
Neerti
795fcd6306 Fixes Inability to use Say/LOOC/Other Things
A null entry somehow got into ```player_list```, which caused an important proc called ```get_mobs_and_objs_in_view_fast()``` to fail.  The cause appeared to be a brain mob failing to qdel, then failing to ```logout()```, leaving a null entry in ```player_list```.
```get_mobs_and_objs_in_view_fast()``` now makes sure every entry it iterates over exists, and this should fix the qdel issue as well.
2017-06-24 18:18:10 -04:00
Leshana
4b46703d9d A plethora of Destroy() fixes - return qdel hints and clean stuff up. 2017-06-14 01:07:35 -04:00
Neerti
ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00
Anewbe
2c9c3e208e Merge branch 'master' of https://github.com/PolarisSS13/Polaris into heart_damage_2
# Conflicts:
#	code/modules/mob/living/simple_animal/hostile/giant_spider.dm
#	code/modules/organs/blood.dm
#	code/modules/organs/internal/lungs.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_external.dm
2017-03-22 17:29:01 -05:00
Anewbe
19710d9bd8 Reworks empulse and emp_act 2017-03-05 12:22:45 -06:00
Anewbe
83db0cc38f Medical tweaks 2017-01-23 23:43:44 -06:00
Anewbe
2d72e609d1 Moves languages to use more defines. Redoes Diona splitting 2017-01-14 22:47:12 -06:00
Anewbe
6353b365b4 Circuits should work like posibrains now. 2016-12-17 15:49:59 -06:00
ForFoxSake
db63646679 Fixes language ability checks. Adds EAL to more synthetics. 2016-11-25 02:44:06 +00:00
Nerezza
b764991308 Robobrains no longer drop real brains.
This also makes them self-name with their designation like posibrains, so they're easier to identify.
2016-11-18 12:47:43 -06:00
Yoshax
4885482d2b Moves the brain into the same place as the other organ files 2016-11-15 21:55:01 +00:00
Neerti
828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00
Mechoid
d1eb23ee8b Allows Circuit-Brains (Digital) to be chosen as an FBP brain-type. (#2008)
* Allows Circuit-Brains (Digital) to be chosen as an FBP brain-type.

* Fixes an Oops made with Status. (Thanks Zuh)
2016-06-30 09:03:53 -04:00
Richard D'angelo
7ab5220f64 510 Improved Overlays
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.

I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.

Ported from:

7c2cc890ab
2016-06-18 15:50:10 -03:00
Arokha Sieyes
05f8a69821 Make FBPs Constructable
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery.

Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer.

**This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"**

Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
2016-05-30 02:13:55 -04:00