Commit Graph

846 Commits

Author SHA1 Message Date
Mervill
9d7af47ed3 Intents can be cycled forward and backwards with hotkeys again (#22201)
* intents can be cycled foward and backwards with hotkeys again

* fix
2016-12-16 10:56:58 +13:00
coiax
4556cf5e29 Adds multiple upgrades for Medical cyborgs (#22149)
* [WIP] Adds multiple upgrades for Medical cyborgs

🆑 coiax
add: Adds upgrades for the medical cyborg!
add: The Hypospray Expanded Synthesiser that adds chemicals to treat
blindness, deafness, brain damage, genetic corruption and drug abuse.
add: The Hypospray High-Strength Synthesiser, containing stronger
versions of drugs to treat brute, burn, oxyloss and toxic damage.
add: The Piercing Hypospray (also applicable to the Standard and
Peacekeeper borgs) that allows a hypospray to pierce thick clothing and
hardsuits.
add: The Defibrillator, giving the medical cyborg an onboard
defibrillator.
/🆑

- [ ] Price the material cost of the boards appropriately
- [ ] Get the defib upgrade working

* Got the defib working

* Adjusted research and costing levels

* Missed a close paren
2016-12-15 10:50:13 +13:00
kevinz000
1400a0d525 YOG pAIS PART 1 - MOBILE CHASSIS (#21871)
* pAI Candidate Verb

* sprites

* fuckxenos

* ...

* animal+alien

* ...

* ...

* ...

* progress

* ...

* .

* ...

* fixes

* ...

* ...

* ...

* ghostUI

* .

* .

* ...

* fixes

* ...

* BUNNIES

* ....

* ...

* merf

* nerfs
2016-12-13 14:47:03 +13:00
XDTM
42792b1404 RENAME REWRITE SAME THING 2016-12-13 01:17:02 +01:00
XDTM
bc7379c7ed sorry oranges 2016-12-13 01:06:11 +01:00
oranges
f58592c082 Merge pull request #22063 from ChangelingRain/hackedmeansyoudontgetfucked
Fixes a bug where malf ai apcs could be interacted with by normal ais
2016-12-11 19:52:32 +13:00
ExcessiveUseOfCobblestone
7ab477a06a Small Renaming Oversights (#22068)
* small oversights h-h-honk

* honk

* does the joan

* keeping tabs

* fixes else ..()
2016-12-11 19:51:53 +13:00
ExcessiveUseOfCobblestone
208072dc4d Clickcode is stupid (#22069)
* Clickcode is stupid

fixes #22031

* Update click.dm
2016-12-11 19:51:17 +13:00
Mervill
55e8396926 persistant -> persistent (#22072) 2016-12-10 05:44:48 -05:00
Joan Lung
9802d73995 Fixes a bug where malf ai apcs could be interacted with by normal ais 2016-12-08 19:37:42 -05:00
oranges
1285bdcc76 Merge pull request #21920 from ExcessiveUseOfCobblestone/areyouokgrab
Legitimately Fixes The CtrlGrab Bug Now
2016-12-07 22:30:06 +13:00
Kyle Spier-Swenson
5072f12977 [s]fixes ai turf click admin spam (#21957)
* fixes ai turf click spam

get_turf_pixel returns null if handed anything that's not a movable. I could istype it before I call that, but this looks cooler and it's about the same result since get_turf_pixel already istypes it.

* Does proper checks.

Clicks on static count as a click on the turf it's covering, and ais are supposed to be allowed to click on static to center their screen on that turf. so have to only count clicks on objects/mobs.
2016-12-07 09:44:33 +13:00
ExcessiveUseOfCobblestone
9229ab4c57 removes trailreeeeturns 2016-12-04 15:57:42 -05:00
Pieter Vlasblom
1fa7bd106e Prevent AI players from clicking on hidden turfs by modifying their client. (#21912) 2016-12-04 18:36:17 +01:00
Mervill
3f68bd7202 Merge branch 'master' into a_intent
Conflicts:
	code/modules/mob/mob_defines.dm
2016-12-04 00:38:37 -08:00
ExcessiveUseOfCobblestone
2ba9739bd3 Legitimately Fixes The Bug Now 2016-12-03 18:31:01 -05:00
Mervill
481cc07dcf m_intent now uses defines 2016-12-03 00:25:44 -08:00
Mervill
d4a49d509d added INTENT_NEXT 2016-12-03 00:08:55 -08:00
Mervill
0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Joan Lung
b3a809d21a Fixes the auto follow debris button 2016-11-29 11:48:16 -05:00
oranges
c0ef5e59f7 Revert "Human nightvision" 2016-11-25 15:21:33 +13:00
Joan Lung
22c159ad3e Replaces the 'no cache' alert with an alert showing what you need for the next tier (#21689)
* Replaces the 'no cache' alert with an alert showing what you need for the next tier

* please make a base
please

* this can't be more dynamic, no

* duh, I can do this

* much better

* i'm just kor but with clocks
2016-11-25 13:25:56 +13:00
MrPerson
6dc56abd5e Human nightvision (#21638)
* Human nightvision

Humans can see in the dark a little bit around themselves.
-Add pictures here-

Forces clients onto 510 and suggests clients upgrade to 511 in the default config. The suggestion is still commented out but forcing clients to 510+ is mandatory.

Ghosts and brains now actually render the default HUD instead of skipping the whole process. Dead mobs will show their fullscreens. All of the existing ones will skip rendering to dead mobs to keep the existing behavior of not rendering the brute/blindness screens.
Fixes #17389
Probably fixes #19248 need to test

* Darker human nightvision it is
2016-11-25 13:05:41 +13:00
Joan Lung
e86d782625 Merge pull request #21639 from AnturK/fancybuttons
Makes action buttons use the hud themes.
2016-11-22 16:25:42 -05:00
AnturK
8b56c1d9d1 Cyborg and AI default theme. 2016-11-22 21:56:35 +01:00
Joan Lung
5224512d55 Replaces Servant cyborg emagged modules with some limited scripture and tools (#21632)
* Replaces Servant cyborg emagged modules with some limited scripture and tools

* not THAT limited

* sorry standard borg

* bugfix
2016-11-20 17:51:11 +01:00
AnturK
b2ff4cfd33 Makes action buttons use the hud themes. 2016-11-19 14:05:06 +01:00
Joan Lung
7c25b959de Refactors robot modules (#21572)
* Refactors robot modules

* no message

* ok

* mini why

* this is what you wanted, right?

* try to remember

* I can't code

* a good coder

* whirring

* bleh

* less sounds

* math is for nerds

* now it will
2016-11-18 23:12:32 +01:00
Xhuis
511b909236 Added sounds for more computers 2016-11-09 21:36:17 -05:00
phil235
8cb3736221 Fixes turf having two contents_explosion()
Fixes hulk plus telekinesis being able to hulk smash things from a distance.
2016-11-04 00:33:51 +01:00
Lzimann
90d76b652c You can see your own attack log once again 2016-10-28 17:35:22 -02:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
Cyberboss
e67133b606 Hotkeys for target selection and run/walk (#21039)
* About time someone did this

* also this

* One almost got away

* From '`' to 'B'

* Mercy kill this PR pls

* Help message

* You could've told me how that took forever

* Update help
2016-10-26 18:57:38 +13:00
Joan Lung
d017a5e4ff Clockwork Marauders now have a HUD (#21124)
* Clockwork Marauders now have a HUD

* don't say a word
2016-10-24 22:58:26 +13:00
Joan Lung
7f89fdf39f The range for combat-y visible messages is now a define (#21077) 2016-10-21 15:20:14 +13:00
oranges
97eb86f34d Adjacency check for grab and code move
Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.

Moves the code into the click code and not down in the martial arts code
2016-10-19 21:55:34 +00:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Joan Lung
4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
oranges
86a8d8a7f5 Merge pull request #20962 from phil235/hit_message
No more message spam when you witness someone being attacked or shot
2016-10-18 09:17:41 +13:00
Shadowlight213
18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
phil235
37d8345052 derp 2016-10-15 17:02:46 +02:00
phil235
f9c71fbfb0 Made some slightly less uglier sprites for attack effects.dmi
Melee attacks, gun firing, and things being hit by bullets will now still give witnesses a message, but only if they are less than 3 tiles away. The attacker still doesn't get the message for its own attacks.

I added two arguments to visible_message(), one to specify the visibility range, and one to ignore a specific mob that shouldn't get the message.
2016-10-15 16:10:28 +02:00
phil235
43812be1b0 Merge branch 'master' of https://github.com/tgstation/-tg-station into hit_message
# Conflicts:
#	code/game/mecha/mecha_defense.dm
2016-10-13 20:04:59 +02:00
phil235
929c71e67c some tiny fixes 2016-10-13 19:27:00 +02:00
phil235
1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00
Razharas
7753b04a6c Makes drag/drop that dont have any use call click (#20774)
Makes drag/drop that dont have any particular defined behaviour be treated as just click on the dragged object
2016-10-13 12:55:05 +13:00
phil235
cc947b1eeb Fixes spacevines being immune to melee attack (typo). (#20907)
Fixes robotic legs missing a side to their sprite.
Fixes blob attacks destroying objs below intact floors (the blob's attack does not remove the floor's tile)
Now all objs hidden below floors don't take damage from fires, instead of just pipes and cables.
2016-10-12 09:01:03 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00