Commit Graph

210 Commits

Author SHA1 Message Date
Jordie
7e94c282a4 Key instead of ckey for user facing logs and ui (#39009)
* converts to using key instead of ckey for user facing logs and ui

* more key_name for airlock wires

* futureproofing check for if key changes

* --onlyckeymatch script argument and fail/success counter

* fix
2018-08-10 20:33:24 +01:00
Tad Hardesty
206a9792e5 Allow tabling small machinery (#39296)
* Fix sprite oddity when dragging drink dispensers

* Allow tabling small machinery
2018-07-26 19:38:48 +02:00
Jordan Brown
463ddcb970 Merge pull request #39079 from 81Denton/oof
Replaces most static ingame manuals with wiki versions
2018-07-16 19:26:42 +02:00
Trevor Serpas
6d395a672f Afterattack() Signal (#38606)
* adds signal and modifies each call of afterattack to call it's inherited proc

* uses new macro for sendsignal()

* map fuck

* skip precommithooks

* combine and negate 2 ifs
2018-07-07 07:01:19 +01:00
Jordan Brown
1f0b362b18 Qdels queries, adds sleep safety checks, DBcore checks for leaks (#38363)
* Qdels all queries, adds sleep handling

* DB Core messages admins about undeleted queries

* Compile fixes. Adds missing set waitfor

* Remove world/New shennanigans. Add DBQuery/BlockingExecute()

* Less spammy notifications to admins about undeleted queries

* Increase dbcore fire time to 1 minute

* Upgrade undeleted query warning

* Better place of death

* Fix build

* Remove BlockingExecute, see BSQL PR for why

* Yep, missed that one.

* Psyche, that's the WRONG QUERY!!
2018-06-18 20:49:09 +01:00
Tad Hardesty
10e0fa2560 Merge pull request #38287 from ninjanomnom/signal-define
Use a define to speed up sending signals to datums with no signals
2018-06-15 12:40:41 +01:00
oranges
424a65b3e6 Merge pull request #38360 from ShizCalev/key-cleanup
Cleans up some logging
2018-06-12 00:49:00 +01:00
Jordan Brown
f9e709c18c Merge pull request #38116 from AutomaticFrenzy/patch/anchored
Refactor machinery to default to being anchored
2018-06-01 17:28:09 +01:00
Nich
8c4ce47671 Fix infinite soapstone uses exploit (#38195) 2018-06-01 14:20:42 +01:00
kevinz000
9ba8e6df20 Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 12:46:50 +01:00
Jordan Brown
8e6aa59edc Merge pull request #36905 from Jordie0608/thisreadmepredatesgooglecodeitsprobablyolderthansomeplayers
Removes ancient library readme file
2018-04-02 14:37:54 +01:00
AsV9
d338cac150 Merge remote-tracking branch 'tgstation/master'
Not sure if this worked. Used a wonky special snowflake strat to merge.
2018-03-24 08:57:13 +01:00
Qustinnus
36e91a327b [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
2018-03-18 07:49:31 +01:00
Qustinnus
5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00
Jordan Brown
d282c60c7d Quote the armor lists (#35668) 2018-02-16 01:25:42 -05:00
ShizCalev
0195f03435 [s]Fixes writing bugs/exploits (#35552)
* literacy crisis

* cleanup
2018-02-16 11:09:16 +13:00
ACCount
c6e607dc17 Refactors use_sound and changes the way tools play sounds (#35521)
* Adds list support to usesound, ports drills to usesound

* Adds more tool sounds, changes usesound usage to play_tool_sound

* fix
2018-02-12 17:16:47 +02:00
ACCount
100c4b6114 Adds new helper: use_tool, shakes things up in tool code (#35095)
* small changes

* Adds a use_tool helper and changes some tools to use it

* Ports most tool operations to use_tool

* Converts more tool operations to use_tool and tool_act

* Changes some things to default_unfasten_wrench

* Improves tool_behavior support in mech construction

* Code review memes

* Fixes all instant use_tool calls failing

* Code improvements

* merge fixes
2018-02-06 11:02:53 +01:00
Robustin
418a8c0112 Cult Update (#33810)
* Cult overhaul
2018-01-30 21:59:03 +02:00
Leo
90439d5d3b Merge pull request #34826 from DaxDupont/soapstone
Makes the soapstone engravings use examine to show the dialog
2018-01-24 15:48:39 -02:00
Dax Dupont
d564beab51 Makes the soapstone use examine to use the dialog. 2018-01-23 18:15:24 +01:00
vuonojenmustaturska
6406896df1 Replaces a bunch of obj vars (and emagged on machinery/items) with obj_flags (#34078)
* It works, but is it worth it?

* bitfield helpers take 1

* Would this work?

* remove dangling debug code

* rebase & fixes

* vv bitfield stuff, reading

* DNM oceans of shitcode DNM

* honk

* honk2

* plonk

* rebase & fix
2018-01-22 20:19:46 +01:00
arsserpentarium
d35f3da470 [READY]Circuitry lab (#34493)
* spelling

* base

* maps

* merge

* firealarm

* floor

* floor again

* if you insist...

* DV

* DV(2)

* DV(3)

* fuck

* fuck

* apc

* boxapc
2018-01-16 17:44:26 -05:00
FrozenGuy5
48bd6fc0c3 adds world.realtime to soapstone 2017-12-24 12:40:10 -06:00
Emmett Gaines
25080ff2c4 defines math (#33498) 2017-12-17 11:02:11 -05:00
vuonojenmustaturska
5233ec1f6a Finishes the forceMove port (#33519)
* a thing

* thingy 2: electric boogaloo

* Obligatory webeditor commit
2017-12-15 10:39:34 +13:00
ShizCalev
395c0ee6a0 Cleans up some qdel(src)'s in Initialize() 2017-11-26 20:15:12 -06:00
Emmett Gaines
7c69cdcb8a Revert math (#33059)
* Revert "all this wrapping and it's not even christmas (#33035)"

This reverts commit faaf151580.

* Revert "fuck me for forgetting to graph this one"

This reverts commit 45d7acea2f.

* Revert "defines math"

This reverts commit 2817a1737b.
2017-11-23 20:59:52 -05:00
ninjanomnom
2817a1737b defines math 2017-11-22 17:36:58 -05:00
ShizCalev
8eafaccc88 Cleans up unused code 2017-11-20 00:03:33 -05:00
FrozenGuy5
de0d93467e Adds alot of initialize() in lots of files 2017-11-11 20:58:15 +00:00
ShizCalev
179e653562 Adds icons for items with randomization (#32523)
* Adds icons for items with randomization

* Glowsticks

* added ?

* more question marks

* Loc
2017-11-10 00:23:10 -05:00
Emmett Gaines
825ab4def4 [512] The great \ref purge (#31824)
* The great \ref purge

* cleanup
2017-10-28 17:20:04 -04:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
oranges
a47dc83a1b Merge pull request #31275 from kingofkosmos/moredeconhints
Adds deconstruction hints to various things
2017-10-05 10:33:09 +13:00
kingofkosmos
2e63bd3dbe Adds deconstruction hints for beds, chairs, closets, grilles, lattices, catwalks, tables, racks, floors, plating and the bookcase. Plus few span fixes. 2017-10-03 18:39:07 +03:00
bawhoppen
3e4d747b77 Adds desc to things lacking them. (#31086)
* Desc change

* Update girders.dm

* Update valve.dm

* Update machine_stacking.dm

* Update shuttle_engines.dm

* Update pipe_dispenser.dm

* Update lib_items.dm
2017-10-02 09:07:10 +13:00
vuonojenmustaturska
772924ba38 More Initialize() fixes, requires someone to test with DB (#30831)
* Batch 1

/obj/item/storage/firstaid/fire
/obj/structure/bookcase
/obj/item/book/random QDEL, not actually in the logs but returned wrong hint
/obj/effect/landmark/start/wizard QDEL
/obj/effect/landmark/start/wizard
/obj/effect/landmark/start/new_player
/obj/effect/landmark/latejoin
/obj/effect/landmark/xeno_spawn
/obj/effect/landmark/blobstart
/obj/effect/landmark/secequipment
/obj/effect/landmark/prisonwarp
/obj/effect/landmark/ert_spawn
/obj/effect/landmark/holding_facility
/obj/effect/landmark/thunderdome/observe
/obj/effect/landmark/thunderdome/one
/obj/effect/landmark/thunderdome/two
/obj/effect/landmark/thunderdome/admin

* Batch 2

/obj/machinery/computer/operating
/obj/machinery/computer/telecrystals/uplinker
/obj/item/card/id/centcom
/obj/item/card/id/syndicate
/obj/item/card/id/captains_spare
/obj/item/card/id/ert
/obj/item/card/id/ert/Security
/obj/item/card/id/ert/Engineer
/obj/item/card/id/ert/Medical
/obj/structure/trap
/obj/machinery/magnetic_controller
/obj/item/storage/toolbox
/obj/structure/table

* Batch 3

/obj/machinery/vending/snack/random
/obj/machinery/vending/cola/random
/obj/machinery/computer/pod
/obj/machinery/computer/message_monitor
/obj/machinery/computer/atmos_control
/obj/item/implanter
/obj/item/implantcase
/obj/item/construction
/turf/open/floor/grass
/turf/open/floor/grass/snow/basalt
/turf/open/floor/grass/fakebasalt
/turf/open/floor/carpet
/turf/open/floor/fakespace
/turf/open/floor/light
/turf/open/floor/mineral
/turf/open/floor/mineral/abductor
/turf/open/floor/circuit
/turf/open/floor/clockwork
/turf/open/floor/plating
/turf/open/floor/engine/cult

* Batch 4

/obj/item/storage/backpack/satchel/flat
/obj/item/storage/backpack/satchel/flat/secret
/turf/closed/indestructible/fakeglass
/turf/closed/mineral/random
/turf/closed/mineral/gibtonite
/turf/closed/mineral
/turf/open/floor
/obj/effect/spawner/lootdrop

* Batch 5

/obj/effect/spawner/lootdrop/maintenance
/obj/effect/spawner/lootdrop/costume
/obj/item/toy/eightball/broken
/obj/item/toy/eightball
/obj/item/toy/eightball/haunted
/obj/item/device/electropack
/obj/item/restraints/legcuffs/beartrap
/obj/machinery/airlock_sensor
/obj/item/storage/box/ingredients

* Batch 6

/mob/living/simple_animal/hostile/carp/ranged
/obj/structure/lattice/clockwork
/obj/structure/lattice/clockwork/large
/obj/structure/lattice/catwalk/clockwork
/mob/living/simple_animal/hostile/mushroom
/mob/living/carbon/alien
/mob/living/carbon/alien/larva
/mob/living/carbon/alien/humanoid
/mob/living/carbon/alien/humanoid/drone
/mob/living/carbon/alien/humanoid/royal/praetorian
/mob/living/carbon/alien/humanoid/sentinel
2017-09-19 08:45:18 -04:00
Jordie0608
b7341a93ae adds more round id tracking 2017-08-25 22:05:32 +10:00
shizcalev
ffa5d9e388 Fixes missing inhands 2017-08-21 18:29:51 -04:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Lzimann
58d0f12c5c Removes a great amount of machinery copypasta with circuitboards.
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
2017-08-09 11:10:48 -03:00
shizcalev
7715f9497e Have you heard the story of the rogue drone? 2017-08-07 18:44:52 -04:00
FrozenGuy5
9c0438754b Update random_books.dm 2017-08-05 01:49:18 +01:00
FrozenGuy5
96c7c5a9fa Update random_books.dm 2017-08-05 01:48:48 +01:00
FrozenGuy5
e3c76e2d85 Update random_books.dm 2017-08-05 01:48:28 +01:00
ShizCalev
45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
1feb0021a1 Removes now-unnecessary obj_integrity definitions 2017-07-08 14:02:50 -04:00
Ashe Higgs
35a1d0ec3d Grammar and message tweaks (#28642) 2017-06-21 15:14:27 -03:00