Commit Graph

2118 Commits

Author SHA1 Message Date
Joan Lung
faa2840f0a Merge pull request #20948 from KorPhaeron/frogs
Removes layered turfs from the crashed ship
2016-10-14 19:38:29 -04:00
KorPhaeron
cbb48047c7 Probably fixes some runtimes 2016-10-12 14:58:05 -05:00
Cyberboss
a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Incoming5643
a963658b8e Makes transit space unjauntible, and removes a few spells restriction from the wizard den. There's nothing there you can't reach normally now except a mob that wants to kill you and some meat. (#20853)
Fixes an area error that was allowing jaunting from the wizard den after a LOT of creativity.
The radios in the wizards den should work now.
Fixes a rouge airless tile in the den.
Recompiles z2 as a dmm as it was erroring on mapmerge and it was in a very strange form that didn't match up with other dmm formated maps. It looks like everything is ruined, but I assure you everything just swapped around.
2016-10-11 10:06:08 +13:00
Cyberboss
cfd5e7fedb Box Atmos Waste Line Addition (#20749)
* Atmos waste improvements

* Reopen unfiltered to waste, condensed unfiltered output to regular port array

* A step_y = 0 got in there somehow

* Removes left pump and right side modifications. Changes valve to digital.
2016-10-11 09:41:08 +13:00
Dear Nora
cb1908878b Detective's Office Improvements (#20875)
* fixes memes

* whoops
2016-10-09 23:33:28 -05:00
NikNakFlak
f10ed78d39 Electric Guitar soundrewrite and mapping #20818
It's still loud and ear hurting but now it's in tune and shorter. You're welcome. Made for Okand's birthday. Now it maps the abomination as well so people can finally shred without admin help to spawn. The range is now shorter with less notes but it plays all the songs with no issues. Sounds were generated with a digital audio workstation and modified by me a lot.
2016-10-10 11:45:36 +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
Cheridan
8acd937d19 Merge pull request #20745 from Shadowlight213/ATpass
Fixes a few roundstart active turfs
2016-10-01 16:06:45 -05:00
Incoming5643
38d311e1a1 makes master compile again (#20766) 2016-09-30 12:15:42 -05:00
Incoming5643
a22996273a Repairs the wizard's shuttle once and for all (#20748)
* Repairs the wizard's shuttle.

* Map Tweaks

* creature factions the medibot so experiment 82b isn't distracted
2016-09-30 07:18:23 -05:00
Shadowlight213
c2885708ca Fixes a few roundstart active turfs 2016-09-28 18:55:08 -07:00
phil235
194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
Joan Lung
fde8904309 Merge pull request #20714 from phil235/EffectToStructure
Changes a few children of obj/effect to be children of obj/structure.
2016-09-28 18:12:52 -04:00
phil235
6d0462e26e more map fixes. 2016-09-28 23:40:06 +02:00
Alexander Taylor
7cf528686c Removes MiniStation's special uplink prices (#20712)
* Removes MiniStation's special uplink prices

Fixes #20699

MiniStation has overridden uplink prices which aren't being updated or balanced, since they are now actually encouraging murderboning traitors due to increasing the max TCs you get for your uplink.

Removing it will cause less headaches in the future unless anyone wants to be personally responsible for balancing the uplink prices for MiniStation, let me know and I'll close this PR for you.

* Removed the #include
2016-09-28 11:01:19 -05:00
phil235
9ca8d0f322 of course I forget one map... this is what happens when you have a gazillion different maps. 2016-09-27 23:52:30 +02:00
phil235
06736d5fe8 fixes map conflicts. 2016-09-27 23:32:43 +02:00
phil235
7c6c99683d more mistakes fixed 2016-09-27 23:22:03 +02:00
oranges
bafaab0e02 Merge pull request #20678 from Shadowlight213/warningiconsrevert
Moves warning floor icons back to the floors dmi
2016-09-28 09:54:00 +13:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
Joan Lung
fee08e60a7 Goof: Freon isn't crashing the server, honest (#20703)
Everyone else: It lags like fuck the second someone opens a canister PAY UP
2016-09-27 15:50:21 +13:00
Shadowlight213
a6632b74d5 Moves warning floor icons back to the floors dmi 2016-09-25 13:33:21 -07:00
Leo
2f742fbdbd Fixes some wiz's den spot having breaches (#20650)
* Fixes wiz den's breach

* Fixes some other spots
2016-09-23 13:12:16 -05:00
oranges
8ede6256ce Remove base fancy type box from metastation (#20505)
This base type has no storage type set, so causes attempts to spawn null
items
2016-09-20 21:03:28 -05:00
Cheridan
a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
AnturK
6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +02:00
Hamzah
9496e1631a Limb grower (#20501)
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
2016-09-20 14:53:43 +12:00
XDTM
8357b8a4c5 Adds gas canister crates to cargo (#20555)
* New canisters for cargo

* No ministation conflicts

* Removed plasma, added n2o (with atmos access)

* Added multi-id support and atmos access
2016-09-18 19:07:55 -05:00
Iamgoofball
6d43182655 Revert "Removes freon from the maps" (#20390) 2016-09-15 12:37:27 +12:00
TechnoAlchemist
b2b5fa0874 Removes BZ from Box and Metastation. (Meme maps get the Meme gas) (#20510) 2016-09-14 18:53:51 -05:00
phil235
443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Cheridan
94bb371f30 Merge pull request #20402 from ChangelingRain/iwasabillionlittlepiecestilyoupulledmeintofocusastronomyinreverseitwasmewhowasdiscovered
Makes cult structures destructible and readds them
2016-09-10 11:43:59 -05:00
Incoming5643
a338d34bd7 [s] Refloors the Super Secret Room (#20409)
* Replaces the alien floors in the Super Secret Room with watery rock floors

* oh

* I am not a high effort kinda guy

* kor blimey
2016-09-10 03:31:04 -05:00
oranges
803db32d9c Merge pull request #20385 from ChangelingRain/watchingmeislikewatchingthefiretakeyoureyesfromyouhopeitisntrepetitionthoughthatstheonlythingthatkeepsandtakesyou
Fixes the entrance to the lavaland xeno nest often being covered with rock/lava/other ruins
2016-09-09 14:09:42 +12:00
Joan Lung
ecfb34d65f FINALLY 2016-09-08 10:50:55 -04:00
Joan Lung
eec5ca0823 that which is done is done 2016-09-08 10:13:13 -04:00
Joan Lung
d9e96145a4 Makes cult structures destructible and readds them 2016-09-08 09:54:01 -04:00
Joan Lung
7a65b3d455 Fixes the entrance to the lavaland xeno nest often being covered with rock/lava/other ruins 2016-09-07 16:54:32 -04:00
Leo
36562b3046 Removes freon (#20382)
From the maps
2016-09-07 11:25:53 -05:00
Joan Lung
7711fba9bd The Hierophant (#19921)
* HIEROPHANT

* whoops

* that'd be hilarious but unwise

* BIRD_SCORE

* density

* BIRD THREAT

* maybe a threat tm

* danger boss

* it's always the paren

* bird murder

* recall

* no message

* yelling bird

* time
time
come on, time
time
shades

* A ruin!

* I think five blasts is enough

* birdboss wants you dead

* giant boss arena

* hierophant no longer literally unfightable

* smaller ruin?

* no longer innate

* can toggle friendly fire, teleport is AoE

* comments!

* just fucking spawn the arena wew

* heal on resetting

* not as common

* I cannot be trusted

* eeeh

* !

* keep it off the station

* as common as sin

* stop cheesing the boss you asshole

* this looks better

* that ruin didn't even exist what the fuck

* wew

* rip

* it doesn't need full healing if it heals for half when it resets

* good for fighting mobs

* rune where you are

* mechanics; armor doesn't fucking matter rip you

* armor matters but not much so

* )

* meaner than hell and more likely to kill you

* remove those beasts from my beautiful square house

* fix

* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser

* start higher scale to the same

* the ruin that doesn't exist and costs 10 points to place

* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be

* accurate

* tracking

* boring unused lore

* it needs to be open, oranges. open.

* I did that specifically to note which commit it was on ree

* oh there's a proc for that. duh.

* logging is good

* horrifying

* the marginal kindness of a giant bird boss

* ruin tweak

* idiot bird

* adjust
2016-09-05 10:05:35 +12:00
AndrewJacksonThe2nd
40db77bc27 Adds Water Vapor to the map 2016-09-02 15:26:25 -07:00
AndrewJacksonThe2nd
0ed9f86ec0 Revert "Adds Chem Gas and Water Vapor to the map."
This reverts commit f91ab7e301.
2016-09-02 15:06:04 -07:00
AndrewJacksonThe2nd
f91ab7e301 Adds Chem Gas and Water Vapor to the map. 2016-08-31 19:55:26 -07:00
Iamgoofball
634662d6b4 Adds Freon to the game (#20188)
* Adds Freon to the game

* MAP CHANGE MEMES

* hahahahafuck

* YOU SAW NNOTHING

* fuqq

* sd

* Fixes

* Fixes2

* fixes

* BALANCE

* mob icecubing ALSO FUCK YOUR STATUS EFFECT CODE @Xhuis

* i play pokemon go every day

* Reworks icecubing

* sjyuhdjzsadjhm x jymhuxzc

* Final Pass

* kmJCBQADVNWVBOJRFJN

* changes

* nnjhdxsjhjh
2016-08-31 08:58:55 +12:00
Cheridan
84480dafdf Merge pull request #20018 from Iamgoofball/revert-19952-a
Revert "Temporarily removes stock computers (#GoofFixYourShit)"
2016-08-27 03:04:47 -05:00
Incoming5643
1993b8d7ca [s] Adds the top secret room to centcom (#20071)
* Adds the top secret room to centcom, the final destination of players who manage to cosign themselves to nullspace.

Said room is an homage to a room that served a similar purpose in the legend of zelda.

* Follow up issues pull:
for loop optimization
game logging
spelling errors

* more info for admin message
2016-08-26 08:46:52 +12:00
Joan Lung
df701a89be fixes dreamstation's disposals (#20105) 2016-08-25 15:02:06 -05:00
Joan Lung
243200470f base 2016-08-23 09:54:55 -04:00