Commit Graph

28886 Commits

Author SHA1 Message Date
nemvar 375a8ea14d Fixes default borg module runtime 2019-07-08 17:08:49 +02:00
Jordie 77ae0c5f5c Merge pull request #44958 from JJRcop/patch-24
Blocked IC chat stats
2019-07-08 23:52:09 +10:00
nemvar 26b7ea3fe7 Fixes itching runtime 2019-07-08 15:43:19 +02:00
nemvar 5b4c97a5ce nerfs cakehat for realsies (#45001)
* nerfscakehatforrealsies

* whoopsie doopsie

* Adds Potty the plant

* microwave the cake
2019-07-08 23:26:21 +10:00
nemvar 4a8a508433 Gives hivelord broods (legion skulls) the swarming component (#44998)
* Swarmers

* TRUE

* 1
2019-07-08 23:20:31 +10:00
Jordie cf671f5bd0 Merge pull request #44999 from YPOQ/simplezombiefix
Fixes simple animal zombies not looking like zombies
2019-07-08 23:17:31 +10:00
cacogen 8b1df505e9 Makes cleanbots clean slightly faster (#45010)
* Makes cleanbots slightly faster

* Adds the cleaning animation back in and adds a 100ms delay to cleaning

* makes code better with the help of nemvar
2019-07-08 23:11:15 +10:00
Jordie ab745ff79e Merge pull request #45002 from nemvar/sprinklesprinklelittlestar
Fixes a sprinkles runtime
2019-07-08 23:02:06 +10:00
Jordie 1615cdc133 Merge pull request #45005 from cacogen/equipmentfortwojanitors
JaniDrobes now have equipment for two janitors
2019-07-08 23:01:39 +10:00
Jordie 980550cd6a Merge pull request #45018 from nemvar/Trashman
Trash from food no longer teleports.
2019-07-08 22:48:26 +10:00
Akrilla 84dfa1f56a Agent card automatically assigns your account number on first time use + change it anytime (#45032)
* Force contract ransom ID message

* Agent cards get set account number on first time user + anytime change

* actually an account + remove/add to bankcard list

* space
2019-07-08 22:44:52 +10:00
AnturK fc8d46112d Fixes pai runtime. 2019-07-08 12:06:32 +02:00
oranges 37fdfee08a Merge pull request #44843 from Garen7/removeHygiene
Removes Hygiene
2019-07-08 21:53:08 +12:00
AnturK e6ef17efc1 Fixes slime lungs runtime. 2019-07-08 11:17:01 +02:00
AnturK a7c0a88673 Makes logs show bee reagent name 2019-07-08 11:08:45 +02:00
AnturK 169c3cc591 Fixes permeability runtime 2019-07-08 10:29:39 +02:00
nemvar 9abdd076d0 directional 2019-07-08 01:31:14 +02:00
Fikou 6f88758809 Give zombies a big bad message (#44986) 2019-07-07 11:43:20 -07:00
oranges 9d6bfdca16 Merge pull request #45023 from bgobandit/onions
Adds french onion soup.
2019-07-07 14:01:44 +12:00
bgobandit cf841154b5 Adds french onion soup. 2019-07-06 11:11:55 -04:00
nemvar 9420b1146c trashteleport 2019-07-06 14:48:00 +02:00
RandolfTheMeh 176bcdad93 Adds Jumpsuit/Jumpskirt Preference (#44883)
Adds a preference for jumpsuit/jumpskirt into the game. Currently runs
a jumpskirt for all occupations on spawn except for miner, since they
have their special lavaland suit, and no skirt variant I could find.
Doesn't remove skirts from lockers/machines yet since I am not 100% as
to whether that should be done (clothes are available generically for
the sake of changing outfits/recovering clothes after a whoops with
some pyrotechnics).
2019-07-05 23:38:50 -07:00
cacogen 9da79d3c4a adds extra equipment to the janitor's wardrobe for a second janitor (or assistant) 2019-07-06 14:59:31 +12:00
XDTM 4d6159966a Add Quantum Spin Inverter, aka Swapper (#44866)
Adds the Quantum Spin Inverter device to the science protolathe under
the Miniaturized Bluespace node. Basically a remote that swaps the
user with its connected twin, along with any movable containers, like
lockers.

Another fancy teleportation gadget to use in some creative way. An
important element it has is that it teleports its containers as well,
meaning that for example you can hide it in a box inside a bag
somewhere, and trigger its twin when someone picks it up for an easy
kidnapping.
2019-07-05 16:16:47 -07:00
Garen Crownguard 534a9140aa merge 2019-07-05 17:59:38 -05:00
nemvar f32e323f35 Fixes a sprinkles runtime 2019-07-05 22:59:59 +02:00
YPOQ e975ab9e05 Fixes simple animal zombies not looking like zombies 2019-07-05 13:27:30 -06:00
Krysonism 1edc7fb582 Add cowboy boots! (#44880)
This PR adds 6 new types of cowboy boots. Brown, black and white
cowboy boots have been added to the clothesmate. Two types of lizard
skin boots can be crafted, these boots can then be exported for money.
An additional pair of fancy boots are currently unobtainable, but will
be part of a future project. Cowboy boots can now act as shelter for
some type of snakelike creatures, fill a pair with snakes as a prank
or harebrained assassination plot.
2019-07-05 12:08:22 -07:00
bgobandit 4f3d845ec9 Show message when examining dead simple animals (#44982)
Gives palliative care to an oldass bug that needs to die.

Because this bug is old as fuck, someone in the comments mentions this
being bad for drones. Drones have since had a custom message added,
but this PR doesn't change it since the drone proc doesn't call the
parent.
2019-07-05 11:22:00 -07:00
Krysonism ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
pireamaineach e8686b0f96 Add mime and clown plasma-envirosuits (#44881)
- Added mime envirosuits, nothing special here.
- Added clown envirosuits, which release space lube when they
  extinguish the clown.
- Removes code that theoretically limits plasmamen from being clowns
  and mimes, but actually doesn't.
- I guess the roles now spawning with these suits is kind of notable.
- Reverts unlisted changes to the grey detective suit from #44776.
2019-07-04 22:34:59 -07:00
nemvar b337b403d0 Improve sawing off guns, let chainsaws do it too (#44908)
The way guns are sawn off is now more sane. You can now use chainsaws
to saw off guns.

Chainsaws are pretty meaty. They are also made out of the exact item
that is usually used to cut guns. I mostly added this because it felt
weird refactoring this without adding a feature so I can get more
updoots.
2019-07-04 20:45:31 -07:00
granpawalton b9fa8ad730 Make breakfast foods give a positive moodie before 15 mins (#44914)
Breakfast food now gives a minor but long lasting moodie when they are
eaten within roughly 15 minutes of the shift starting.

Affected foods:

- most egg based foods
- coffee
- bacon
- oatmeal
- orange juice
- milk
- pancakes
- waffles
- donuts
- toasts
- biscuits
- cereal

Buttered toast was moved in the code to where all the other toasts
are. Encourages chef to do more than fry his book and make a silly 10
foot meme sandwich. Coffee from vendors now has an additional use.
2019-07-04 20:15:07 -07:00
ArcaneMusic bbcd45a648 Add style to BSA's Laser (#44911)
The old Laser Sprite was pretty old, literally just a 4 color line.
Decided that it should probably look more in line with a 2,000,000
Watt beam of pure destruction.

As an added bonus, the laser now fires on the correct tile in front of
the BSA now, in addition to having a built in splashwave around where
it's fired.
2019-07-04 19:02:18 -07:00
RandolfTheMeh e9dab4c665 Universal Organ Damage system (#44710)
About The Pull Request

So organ damage is a thing now associated with general object of organ, meaning all organs inherit a damage variable, failing boolean, healing variable, and maxHealth variable. The proc applyOrganDamage takes in the damage and organ path, applying damage/healing to said organ. While an organ is in use, it heals a small amount over time (granted the organ is not failing), with this fraction being set by the healing variable.

This also reworks preexisting organ damage systems to function more so on the universal organ damage system, the liver specifically. So much code exists in regards to eyes/blindness and ears/deafness that I'll need to go ahead and take a longer time combing through the code to get everything that can reasonably be tied to those two organs and their level of damage reworked to function off of the organ damage system, as opposed to just a trait add/remove system.

Lastly, this slightly reworks scanners, since now you need to check for every organ in the body. Since organs are stored as "the [organ]" with the method I used to get them, the phrasing on the medical scanner was changed to make more sense given it now has to say something along the lines of "severe/minor damage detected within [the organ]". I'll likely add another proc if I cannot find a way to get the organ's max health during this operation, since a static number determining minor/severe damage does not work when an organ's max health is less than the typical 100 points (as is the case with eyes).
Why It's Good For The Game

Every organ can be damaged, though not every damaged organ does anything right now. Damaged livers do the same thing as they did previously, and damaged eyes develop varying levels of vision impairments. The benefits to this PR are more for future coding projects than it is for the game currently, with no foreseeable changes to the way it's played currently.
Changelog

cl
code: Universal Organ Damage variables and procs
/cl
2019-07-05 09:40:30 +12:00
XDTM d834ae0364 Abductor chem dispenser (#44659)
About The Pull Request

Adds an abductor chem dispenser, buyable for 2 points from the abductor rewards console.
Buying it spawns a beacon, which can be activated in hand to drop it and spawn the dispenser after 3 seconds if the tile is free of obstructions.
The dispenser contains all the reagents of a fully upgraded, emagged dispenser plus plasma and uranium.
Why It's Good For The Game

More tools for abductors means more possible abductor shenanigans, and personally i'm all for making the no-murderbone antag as fun as possible.
Changelog

cl XDTM
add: Abductors can now buy a special chem dispenser for 2 points. The machine is delivered as a beacon which can be used when standing on any free tile to spawn it.
/cl
2019-07-05 09:37:49 +12:00
wesoda25 8a98c41af8 Fix soulstone purification issues (#44790)
You can no longer infinitely purify a soulstone.
Cultists can't use purified soulstones anymore.
2019-07-04 14:35:13 -07:00
Rob Bailey 65e3913df3 Fixes smeses linking to themselves (#44971)
* fixes smeses linking to themselves

* Update code/modules/power/cable.dm

Co-Authored-By: Tad Hardesty <tad@platymuus.com>
2019-07-05 09:31:55 +12:00
nemvar 698fb9c080 Antimagic now gets used up once it loses all charges (#44956)
Also makes the tinfoil hat load correctly if varedited in the DMM.
2019-07-04 13:04:20 -07:00
fluffe9911 951f7d48af Add cluwne egg among the other clown eggs (#44918)
This slightly adds on to the clown egg pr by adding that neat cluwne
egg that Pugnacious-Gnome posted in the comments but got ignored by
bgobandit. I know tg doesn't have cluwnes but its a cool sprite and a
neat little easter egg badum tish so why not.
2019-07-04 12:54:06 -07:00
bgobandit d1ebea42b5 Composting and grinding now drops trash items if applicable (#44946)
Fixes bowls being lost when composting or grinding food in bowls.
2019-07-04 12:52:37 -07:00
Garen Crownguard f0251e4faa Fix quickdraw hotkeys working while incapacitated (#44953)
The check for incapacitated is normally done in the click proc since
that way it's checked on all of attack_hand, attackby, etc.. The
keybinding uses attack_hand instead of the click proc because it would
go through as a shift click and examine the item instead of grabbing
it if the click proc was used.
2019-07-04 12:48:10 -07:00
nemvar a8819d4b25 Fix armor penetration cancelling negative armor (#44928)
Armor penetration no longer decreases damage when used on a mob with
negative armor.
2019-07-04 10:52:46 -07:00
nemvar 153130e457 Cooler hivebots (#44662)
* Cooler hivebots

* adds some cool light

* moblight

* I...

* no more snowflake intent

* qdel

* QDEL_NULL
2019-07-04 14:35:30 +02:00
nemvar 53d4c3f25a Refactor mob can_see_reagents (#44934)
Turns the scan_reagents var into a clothing flag.
2019-07-04 00:09:01 -07:00
nemvar f81ec3907b Remove unneeded get_organ_target proc (#44931)
Removes the get_organ_target proc because I'm to lazy to fully
refactor laser eyes. It is embarrassing that we have a proc like this
in the code. Also makes mob code less cursed, one proc at the time.
2019-07-03 21:39:34 -07:00
nemvar 2539dbeb0e Fix checking armor of the wrong bodypart sometimes (#44930)
Fixes a bug with human where sometimes the armor from the wrong
bodypart gets used when they get attacked.

Bugs bad. Also, armor code is highly cursed.
2019-07-03 18:06:42 -07:00
Akrilla b2b91a2875 Contract tweaks (#44869)
* Payment generation rework and no repeated target

* Blacklist

* Remove pod explosion

* contractor baton

* darker highlight

* Slight increase for the higher paying contracts

* Victims get healing injected to bring them out of soft crit/crit

* pod send fix

* Text changes

* More text tweaks

* New baton - custom sprite/sound

* Better sound - fixes

* Stutter

* text

* classic_baton rework

* attack silicons still, and only show charging for new baton

* Properly attack/stun silicons where appropriate

* . list
2019-07-03 22:32:40 +02:00
Rob Bailey f8ee5be8ee Properly fixes smart cable lag issues and also fixes the awful connection issues. (#44945)
About The Pull Request

I ended up just rewriting propagation logic entirely. This needs a bit of cleanup but this is a really high priority fix.
Actually tested this time. I can confirm for sure this is working in all situations that were previously broken.
Closes #44940
Closes #44936
Closes #44935
Closes #44929
Why It's Good For The Game

I fucked up bad
Changelog

cl
fix: cables now actually function again (I'm so sorry)
/cl
2019-07-03 23:34:13 +12:00
oranges 64460ae3ca Merge pull request #44825 from AutomaticFrenzy/patch/lints
In advance of eventually adding SpacemanDMM's linter to Travis, fix everything it can currently detect.

Some lists, including global lists, are given types so that L[i].foo expressions can be checked.

Some procs are given a new form of return type annotation so that DuplicateObject(O).forceMove()-type invocations can be checked.

Open to syntax suggestions on the return type annotations, and on whether the preprocessor strategy makes sense.

Return type syntax is currently roughly:

    <typepath> | <paramname>([_])*(.type)?
2019-07-03 19:31:11 +12:00