Commit Graph

941 Commits

Author SHA1 Message Date
skoglol ac8a79f521 Change default atmos to low pressure for some non-lavaland stuff (#45981)
When lavaland got randomized atmos, these weren't changed to reflect 
that. None of these turfs are used on lavaland, but still generate 
whatever random atmos lavaland does.
2019-08-18 11:39:58 -07:00
nemvar a40ee7d303 Changes hulk code. (#45866) 2019-08-17 00:55:27 -07:00
kingofkosmos c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
nemvar e587b970da Adds parent calls to almost all tool_acts (#45582)
* Adds parent calls to almost all tool_acts

* actually compiles
2019-08-03 22:25:57 -07:00
bgobandit a53d7d38d4 what has become of my life 2019-07-27 21:54:12 -04:00
nicbn 44a07d712d BoH bombing rework II (#45174)
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.

So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.

For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).

Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog

cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
2019-07-25 21:18:01 +12:00
Dennok 15e2f30ce7 Fix burn out lava river (#45232)
* Fix burn out lava river

* Update river.dm

* Update river.dm

* Update lava.dm

* Update river.dm
2019-07-21 02:15:59 -07:00
MMMiracles 353457f7d5 Donutstation Tweaks (#45250)
About The Pull Request

    Fixes #45077
    Fixes #42498
    Removes every single instance where a grille could end up on top an active wire in maintenance, making traveling maintenance a lot less of a hassle and less dangerous in general.
    Maintenance bar has been removed due to redundancy and closeness to the actual bar. Wait till season 10 of SS13: Battle Royale to find out what exciting changes will come to the map!
    Space-proof variants of the lizard critter has been added and are working diligently on the above-mentioned bullet-point.
    As part of the white shuttle fix, Donutstation now has a custom shuttle with deep l o r e to explain what happened to the long-past crew.
    Small adjustments to the static loot part of the 'excess storage' rooms near departments.
    Some extra crates has been added around maintenance with respective maintenance loot spawners.

Why It's Good For The Game

Bug fixes relating to the map and some added map content to keep things 'fresh'.
Changelog

cl MMMiracles
add: Donutstation now has its own white shuttle with proper dock.
del: Donutstation's maintenance bar is under renovation.
tweak: Due to above renovations, the goose is temporarily loose.
tweak: Donutstation now has significantly less annoying maintenance grilles
/cl
2019-07-19 23:11:57 +12:00
nemvar 572be7ec6a Bye bye animal hospital. (#45070)
* byebyeanimalsurgeons

* here we go

* config

* removesbeach

* a bit more compact

* updates some vars

* fixes walls getting destroyed by other generation stuff
2019-07-12 09:47:05 -04:00
Time-Green ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
nemvar b83eca4647 Fix sharpness-related issues (#44830)
Turned off energy weapons can no longer cut down trees, destroy wooden
walls, harvest lavaland plants and make planks.
2019-06-27 21:19:33 -07:00
vuonojenmustaturska 8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
Emmett Gaines c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
Strommer Kilian 8df820bb1f Add a new holodeck program: photobooth (#43278)
* add a new holodeck program: photobooth

* Add two paint buckets and three spray cans to the booth

* remove step_ variables

* made the photobooth floor white again, we got buckets for that anyway

* retrigger ci
2019-03-25 14:25:46 +01:00
Tad Hardesty 990e2c7bc2 Fix a few junk type annotations (#42985) 2019-03-07 10:58:05 +01:00
Tlaltecuhtli f5d5d2a3b1 fixes some edge cases in rcd building (#42960)
New RCD interactions
2019-03-07 10:49:43 +01:00
Time-Green 52b19df321 makes snow tiles not fucking kill 2019-01-28 15:10:58 +01:00
Tlaltecuhtli 0f8ce85748 fix (#42500) 2019-01-25 10:13:14 -05:00
Tlaltecuhtli 010d61da04 [ready]rcd upgrades (#42388)
* rcdstuff

* e
2019-01-22 22:32:22 +11:00
kevinz000 7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
coiax cf0bb75600 Glowing goo glows more; roundstart goo contains radium or uranium (#42235)
* Glowing goo glows more, and always contains radium

🆑 coiax
tweak: Glowing goo now glows a lot more noticably in the dark, and
always contains radium.
/🆑

You can barely see it in the dark, should glow more. Also, the normal
in-game method of creating it is spilling radium on the floor, so all
glowing goo should have radium in it, even the roundstart stuff.

* Roundstart goo now contains either radium or uranium

* Radium is now a subtype of uranium, because nearly-identical behaviour
2019-01-07 21:07:54 +11:00
Jordie 781f331587 Merge pull request #42234 from coiax/muh-science-dirty
Science areas can now be dirty
2019-01-07 21:02:01 +11:00
subject217 8e887f12a4 Plastitanium walls are no longer evil (#42217)
This description doesn't really make much sense when people use them for flavor
on stations and sometimes to make entire NT shuttles out of. So it's no longer
evil.
2019-01-06 14:12:50 -08:00
coiax 5151f4b031 MakeDirty() is only called 33% of the time (#42233)
I randomly thought of this. On Metastation there are ~44,000 floor
turfs being initialized, and by moving the prob for dirtiness out of the
proc, we should be able to avoid about 2/3 of those (so around ~29,000).

I don't think I've ever done profiling, so I'm unclear how to test it.

But it seemed like maybe a good idea?
2019-01-06 13:16:29 -08:00
Jack Edge b2921e87a1 Science areas can now be dirty
🆑 coiax
fix: Science areas now have small patches of glowing green goo
occasionally, as intended.
/🆑

Someone used the wrong area var to check, so science was never getting
random green goo.
2019-01-05 10:46:34 +00:00
Jordan Brown d82fbbc263 Fixes airblock turf not working 2019-01-02 11:36:35 -05:00
subject217 9834e3220b [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-01 21:15:14 -05:00
81Denton 4eeab6634c [Ready] Makes kitchen cold rooms actually cold (Metastation) (#41799)
cl Denton
tweak: Metastation's kitchen cold room is now really cold! Make sure to wear warm clothing.
tweak: The kitchen clothing vendor now stocks two winter jackets by default.
tweak: Goats are now fine with temperatures as low as 180°K. This is so that Pete doesn't freeze to death inside the cold room.
code: Added a kitchen area subtype for cold rooms and adjusted chef CQC to work inside it (no gameplay changes).
/cl

You know how it's called a cold room, looks like a cold room but is actually just another storage room?

I made the Meta kitchen cold room spawn at -80°C and added a freezer to it. Originally I wanted to pick a more realistic temperature (like -25°C), but the way body temperature works means that you'd have to sit inside it for minutes to feel an effect.

Now, you can store bodies inside it, trap people and let them freeze to death, or lower the temperature even further and use it as a ghetto cryo chamber.

Also:
Kitchen clothing vendor gets two winter jackets and goats survive at lower temperatures (so Pete doesn't just die).
2018-12-10 09:35:28 +13:00
81Denton 7d8872389b Use defines for turf atmos (#41751)
initial_gas_mix for turfs were all over the place instead of using defines. I
didn't change turfs that only show up in a single place, like the Snowdin
plasma river turf.

KITCHEN_COLDROOM_ATMOS isn't used yet; if this gets merged I'll use it to turn
kitchen cold rooms into proper.... cold rooms
2018-12-01 15:24:22 -08:00
ShizCalev e7cc2074c6 Fixes missing decal icons, repaths food cleanables to cleanable/food (#41573) 2018-11-28 23:12:35 -05:00
4dplanner ce0828a98e Tendrils are now structure based [READY] (#41554)
* Tendrils are now structure based

* Re-adds tendril wipe achievement

neatens up ash walker variables
gets rid of unnecessary variables in hivelord

* Marks spawner children as admin spawned
2018-11-19 14:36:33 -05:00
4dplanner c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
ShizCalev 0440e14557 Cleans up dead area paths. Removes dead music var. (#41429) 2018-11-13 01:31:28 -05:00
Shdorsh 9343d9e70a [READY]Removal of circuits (#41108)
* Delete integrated_circuit.dm

* Delete integrated_electronics.dm

* Delete pins.dm

* Delete wirer.dm

* Delete helpers.dm

* Delete printer.dm

* Delete analyzer.dm

* Delete debugger.dm

* Delete detailer.dm

* Delete assemblies.dm

* Delete saved_circuits.dm

* Delete boolean_pin.dm

* Delete char_pin.dm

* Delete color_pin.dm

* Delete dir_pin.dm

* Delete index_pin.dm

* Delete list_pin.dm

* Delete number_pin.dm

* Delete ref_pin.dm

* Delete selfref_pin.dm

* Delete string_pin.dm

* Delete passive.dm

* Delete power.dm

* Delete access.dm

* Delete arithmetic.dm

* Delete converters.dm

* Delete data_transfer.dm

* Delete input.dm

* Delete lists.dm

* Delete logic.dm

* Delete manipulation.dm

* Delete memory.dm

* Delete output.dm

* Delete power.dm

* Delete reagents.dm

* Delete smart.dm

* Delete text.dm

* Delete time.dm

* Delete trig.dm

* Update tgstation.dme

* Update multitool.dm

* Delete circuit.dm

* Update tgstation.dme

* Update netdata.dm

* Update ntnet_interface.dm

* stuff

* Update packs.dm

* Update electronics_designs.dm

* Update electronics_designs.dm

* Update multitool.dm

* Update cavity_implant.dm

* Update cards_ids.dm

* Update walls.dm

* Update hostile.dm

* Update all_nodes.dm

* removes circuits from maps

* Revert "removes circuits from maps"

This reverts commit 14daf7770220a8a1d7a8fa497c92d9c866939160.

* Removes circuits lab from all maps

* removes circuits lab from lavaland syndicate base

* fixes space tiles under windows on meta

* Deltastation fixes

* Update multitool.dm

* Update flavor_misc.dm

* Replaces Box circuits with nanites
2018-10-31 15:17:04 -04:00
ShizCalev 1f805017d5 [s] Fixes infinite brass generation exploit (#41146)
* [s] Fixes infinite brass generation exploit

* fukken github conflict resolver
2018-10-27 23:12:25 -04:00
nero1024 e0bbbca40f Footsteps sounds for bare feet and other mobs (#40981)
Bare feet and other mobs will now make the correct footstep sounds and added new samples to go with them. Added some helpers to is_helpers.dm, mostly for (future) footstep support but maybe someone else can make use of them.

cl Nero1024
soundadd: Bare feet will now make the correct footstep sounds.
soundadd: Other mobs will make the correct footstep sounds.
/cl

As others indicated in the very first footsteps PR other users wanted footstep sounds for barefeet. I also noticed that do_footstep is in a bunch of other mobs, but Ian and Xenomorphs don't wear shoes so I fixed that too.
2018-10-27 13:12:50 +13:00
Tad Hardesty e31bb2c91e Set a z-level baseturf for Lavaland (#41113)
* Set a z-level baseturf for Lavaland

* Remove nigh-useless ZTRAIT_PLANET

* Remove planet_z helper from away missions
2018-10-26 13:32:34 -04:00
Tad Hardesty c29dff7b75 Allow setting a per-z-level baseturf (#40297)
* Allow setting a per-z-level baseturf

* Blacklist baseturf_bottom from baseturfs during PlaceOnTop

* Use a switch statement
2018-10-23 20:56:36 -04:00
ShizCalev 018808c9ae Repaths vacant rooms (#41017)
Fixed a minor issue where vacant offices and the vacant commissary were being
selected by GR3YT1D3 virus and EGALITARIAN events. Vacant rooms now have the
correct ambience.
2018-10-19 22:16:15 -07:00
ShizCalev 4c5ad9ae1a Walking through lava now applies a cosmetic singing overlay to the mob. (#40807) 2018-10-10 05:49:15 -04:00
vuonojenmustaturska a287380797 Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 14:28:28 +02:00
ShizCalev b7739a4a23 Standardizes bomb logging (#40474)
Fixes #39976

A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs.

Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.
2018-10-01 15:03:00 +13:00
ShizCalev 2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
ShizCalev eb2b15cb3e Fix digging dug holes (#40373) 2018-09-22 21:14:14 -07:00
vuonojenmustaturska 168410b9f3 Fix floor turf broken states (#40389)
some floor tiles had their broken states broken by the list-culling PR a while
back. they're fixed now.
2018-09-22 19:54:14 -07:00
vuonojenmustaturska 9897bdc248 Let's cull some more lists (#40246)
* memes

* autolathe, also more debug info

* more stuff, archdrops is big

* remove archdrops, test statelists

* mineralspawnchancelist

* woops
2018-09-16 14:21:23 +02:00
AnturK 1e894c07d9 Fix baseturf helper (#40281)
Would cause issues with turfs where all their baseturfs got removed.

Also switches airless asteroid baseturf to itself.
2018-09-15 10:55:05 -07:00
kevinz000 9eec1f8db2 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 05:08:30 -04:00
vuonojenmustaturska c15dfd3408 Makes sand/snowdigging not rely on archaeology feature for the interaction (#40264)
* the fate of mankind overtakes another feature

* basalt light stuff
2018-09-14 12:51:55 +02:00
WJohn e54f1d5342 The great floor tile purge (#40065)
* Converts all colored plasteel tiles to turf decals.

* Removes now deprecated floor icons and paths.

* Hotfixes on three maps.

* Moves script to its own folder.

* Fixes wild west.

* Fixes holodeck

* Fixes eye rape bug.

* Fixes meta and lavaland biodome ruin having some missing textures.
2018-09-05 22:14:31 +03:00