Commit Graph

26026 Commits

Author SHA1 Message Date
kevinz000 230e47c0ea Configuration entry refactor! (#39608)
* Config entry refactor

* Fixes

* Update configuration.dm
2018-08-10 15:44:14 -04:00
Jordie 0d7ef3ed65 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
2018-08-11 02:15:50 +10:00
zaracka fd4d915e81 blunt trauma consistency (#39605)
humans now receive brain damage while unconscious too
sharp weapons no longer count as blunt trauma in all cases
2018-08-10 09:44:15 -04:00
YPOQ 85ea122b45 Fixes AI photo taking and printing (#39623) 2018-08-10 09:39:37 -04:00
YPOQ 61f8cee86b Fixes cult pylons destroying plating and cult floors deconstructing into (#39624)
rods
2018-08-10 09:39:05 -04:00
81Denton b031915b80 Add holidays, fix beer day date (#39572)
Beer Day start date was wrong (it's the first Friday in August, not August 5th).
I also feel that Bee/Tea/Independence days are relevant enough for SS13 to add
them as well.
2018-08-10 00:37:29 -07:00
AnturK fbb5377ea8 Simple zombie for WJ (#39563) 2018-08-10 00:11:03 -07:00
Tad Hardesty b83424bd87 Refactor the map loader (#39567)
* Remove duplicate initTemplateBounds method

* Move dmmRegex var to the type that actually uses it

* Keep a single, static map_loader datum

* Combine maploader into parsed_map

* Remove some redundant parameters from parsed_map/load

* Move file2text into parsed_map/New

* Narrow the scope of the map loading lock

* Remove redundant xcrdStart var

* Fix argument names in station reloader

* Move offsets from parsing to loading only

* Tidy argument handling on parsed_map/load

* Store modelCache, track nonexistent atom paths

* Use raw strings to specify the regexes

* Remove cropMap from parsed_map/New

* Don't parse maps twice when checking multi-z validity

Speeds up SSmapping init by approximately 10%.

* Bring the documentation (somewhat) up to speed

* No, I don't know why this fixes it
2018-08-09 22:49:38 -04:00
zaracka 0fccc6d540 Distinguish grab attempt state in logging (#39607)
additionally GRAB_KILL is now referred to 'kill grab' instead of 'grab' in
logging
2018-08-09 16:54:13 -07:00
ShizCalev 600586c72b Fixes var set lists on maps (#39615) 2018-08-09 17:04:25 -04:00
kevinz000 5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00
vuonojenmustaturska 54275ee6a3 Fix bunch of runtimes involving transformation diseases, and also a way to avoid job bans (#39600)
* Fix various runtimes involving transforming diseases, also fix the job ban checking

* fix for borgs without candidates
2018-08-09 19:58:27 +02:00
81Denton abb5e84f37 Adds mining and engineering cargo bounties (#39568)
The game can use more bounties that require actual effort and cooperation to
complete, but give far higher rewards than the "collect some glass shards"
Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas.

I added the following:

Engineering
Various atmos gases, price determined by how hard they are to acquire. I
deliberately left out Stimulum/Hypernobilium, as only a handful of players even
have an idea of how to make them. Plasma tank bounty got removed, since it's
just a case of "put tank into plasma canister and open valve".

Contained Tesla ball. The idea is to build a tesla setup inside the supply
shuttle, then ship it off. This pays a lot, since players have to purchase a
bunch of packs, get them unlocked+approved by heads of staff and finally
construct the whole thing inside a cramped shuttle. Materials alone cost about
14.000 credits for this one.

Tesla containment maintains power during the shuttle ride and it gets deleted
successfully on arrival at CentCom. As a failsafe, I've added both singulo and
tesla as 1 credit exports in case someone ships them over to CentCom without an
active bounty.

Mining
Almost everything you can craft from Lavaland fauna, from lava grilled steaks
over bone axes to goliath hide boats.
2018-08-08 21:12:56 -07:00
nicbn dd88c7bcc1 Mapping changes to BoxStation's science (#39318)
Circuitry lab is no longer isolated from the rest of science, being moved to
the RnD section;

    Because circuitry was too isolated and actually felt out of place.

There is now a firing range;

    Because without the circuity lab there was extra space and as Box didn't
	have a firing range in science so I added it.

Atmos machinery moved to the place that uses atmos machinery (toxins);

    Because everytime you'd like to mess with toxins using machinery you'd have
	to grab the cannister of gas mix at temperatures hotter than the surface of
	the sun and take it to the area that was supposed to be used for testing
	guns and other non bomb things. Like in real life, dangerous things are
	supposed to be contained in the dangerous area so that damage can be
	minimized. And like in real life, things should be near the places that
	require such things to be used.

Experimentator is a little less isolated as now it's more like a part of the
RnD section.
2018-08-08 20:29:18 -07:00
Anonmare c8858b2fd9 Removes an unneccessary subtype (#39604) 2018-08-08 21:03:59 +03:00
Mark9013100 7d71f4b158 Adds mini-extinguishers to autolathe (#39599) 2018-08-08 21:03:30 +03:00
Tad Hardesty fe30e9ab03 Fix the power flow control console (#39580) 2018-08-08 21:02:09 +03:00
Tad Hardesty 315e40dde8 Prefer non-hidden pipes in gas meter targeting (#39591) 2018-08-08 21:01:48 +03:00
81Denton 05fb1c7b7f Adds five new cargo packs (#39569)
* Adds four new cargo packs

* god dang it bobby

* adds wrapping paper crate

* reduces carpet crate price, since it's a bunch of useless carpet

* adjusts festive crate price to 1000 bucks
2018-08-08 20:58:40 +03:00
kevinz000 48ece11504 Felinid/catpeople are now their own human subspecies (#39513)
* Catpeople are nyow a species

* Fixes a runtime

* Fixes the issues with being forced ears when you chose none

* Neko --> Felinid

* P2

* Update

* Working this time I promise
2018-08-08 20:56:46 +03:00
Tad Hardesty 723c8e5227 Fix even more weird syntax (#39594) 2018-08-08 12:47:24 -04:00
Tad Hardesty d66b8dc8c4 Replace z_is_planet with a Z trait (#39581) 2018-08-08 19:44:00 +03:00
XDTM 3a32240a9e Augmentation uses replace_limb instead of manually doing the same (#39595) 2018-08-08 12:42:17 -04:00
daklaj 9bb84524ef Fix beepsky cuffing its target even when EMP'd (#39596) 2018-08-08 12:32:50 -04:00
Iamgoofball ab915d57f5 Moves the Stealth Implant from Cybernetic Implants to Normal Implants (#39564) 2018-08-08 00:18:00 -07:00
Jordan Brown c1870bd4ec Merge pull request #39555 from JJRcop/sdql_strings
Fixes SDQL strings
2018-08-05 21:37:55 -04:00
cyclowns efe3f1e9de [READY] Fusion: Prepare to Die Edition (and more) (#39499)
tweak: Fusion has been reworked to be a whole lot deadlier!

tweak: You can now use analyzers on gas mixtures holders (canisters, pipes, turfs, etc) that have undergone fusion to see the power of the fusion reaction that occurred.

balance: Several gases' fusion power and fusion's gas creation has been reworked to make its tier system more linear and less cheese-able.


Fusion, even after my rework, is still kinda lackluster in the 'risk <-> reward' department. It's pretty easy to bypass the consequences of fusion as it stands right now, so I wanted to change that. I think you can suspend your disbelief enough for the new effects. Also, there are a couple balance changes to fusion that I'll outline more below that I noticed happening and theorized could happen, so I tackled those here as well.

More specific reasoning for every change:

    Addition of nuclear particles/tesla zap

As said before, I thought fusion should be more dangerous. As to why these specifically, I chose the addition of nuclear particles because I felt like it was at least decently thematically appropriate, and had a lot of potential to look visually interesting. The sprite is pretty much just a downscaled gumball with some added fluff. They all have random colors that are chosen when created, and fire out from the fusion holder's turf in random angles and with a 1 decisecond delay. I chose tesla zaps because.. well, they're pretty cool, felt reasonable enough (an extremely powerful release of energy goes well with fusion) and they mix up the damage types caused by fusion (brute from explosion, burn from zap, tox from radiation/particles). I added TESLA_FUSION_FLAGS because the tesla zaps defaultly just ended up exploding whatever they came out of (canisters usually) and ruined the whole thing.

    BZ fusion power nerf, nitryl fusion power buff

These go hand in hand. When I first made BZ useful for fusion, I completely forgot (or maybe it just wasn't merged yet, don't remember) that xenobio started with a BZ canister. So, it was super easy to cheese high/super tier fusion by just stealing the canister from xenobio. Thus, I switched BZ's role in fusions progression to nitryl instead, which is harder to make and currently doesn't see much usefulness outside of making it for stimulum.

    Fusion analyzing, addition of analyzer_results to datum/gas_mixture

I quickly realized after my fusion rework that there wasn't any ingame way to really quantify how good a fusion reaction was, which is a mistake on my part. Now, you can analyze the power of a fusion reaction and its tier after it happens. I added analyzer_results, since reaction_results worked in a matter that didn't fit what I wanted (reset completely every react() cycle) and I didn't want to change it. analyzer_results is only ever initialized when it's actually going to be used, which currently is only for fusion.

    Overall fusion code cleanup

Pretty self-explanatory. I moved all the effects (radiation, tesla zap, etc) to one area instead of having it happen separately for every tier. Now the tiers just set variables used for those effects. Apologies if the diff is kinda hard to read.

    Changes to gases created

Low tier is now BZ/CO2, mid tier is nitryl/N2O, high tier is stimulum/pluoxium, and super tier is tritium.
Gas creation numbers are lower across the board, mostly for bz/nitryl/stim.
BZ/nitryl/stim were added in low quantities to the tiers to help with the progression of the various tiers. It didn't really make sense that before, super tier fusion gave stimulum/pluox when the only feasible way to get super tier fusion was using stimulum, and the low tier rewards were straight up useless. Tritium for super tier was chosen because I think it's the gas with the most potential of causing a massive disaster in this scenario.

    Plasma no longer counts towards gases fused

Before this change, I realized that you could just stack as much plasma as humanly possible and a minimum amount of trit to instantly get several thousand moles of BZ and potentially other gases for free. No thank you.

I'm still not 100% satisfied with fusion, so expect more PRs like this in the future.
2018-08-05 22:48:16 +12:00
oranges 189479d766 Makes asay brighter orange (#39552) 2018-08-05 00:30:05 -04:00
Jared-Fogle eecbc99d87 Moths can now eat clothes (#39350)
* Moths can now eat clothes

* Remove old call hacky fix

* Fix damage sound, cleaned code
2018-08-05 14:28:33 +12:00
oranges 99072e47e0 Merge pull request #39505 from AnturK/sentientnonsense
Fixes sentient disease IsSame check.
2018-08-05 14:24:29 +12:00
Mickyan c2f7b80c8f Being drunk improves mood (#39525)
At last, the bartender finds his purpose. This may be a bit strong but I think
making the bar the best place to go to improve mood is a good thing.
2018-08-04 17:27:50 -07:00
Grandmother of 50 9af8953336 Implement Sci-Bounties, Bounty Setup Streamlining (#39507)
Kills off some vars, crunches code instead of doing the same thing 5000 times.
2018-08-04 17:24:20 -07:00
Epoc 83c427d573 You can now show off your Attorney's Badge (#39533)
what's the point of having this in the game in the first place if you can't
show it off to people?
2018-08-04 17:03:43 -07:00
81Denton 6afc4533e1 Various mapfixes (#39541)
* Omega atmos lockdown button no longer has bar access reqs
* Pubby disposals conveyors now have the correct dirs
* Pubby's service techfab is no longer inside a wall
* Pubby's disposals loop is no longer cut off near the RD office
* Lavaland seed vault chem dispenser now initializes with upgraded parts, since
  those planty bastards are stuck in there and can't even upgrade/charge it etc
* Meta's SME cooling loop now has grilles that partially cover it. Nothing that
  will stop a meteorite, but probably the odd space dust
2018-08-04 16:41:53 -07:00
ShizCalev 2aa69e45f8 Fix missing honkbot icon (#39545)
Also cleaned up some duplicated code a bit and sorted the aibots file slightly.

Thinking about doing a minor refactor in the future to switch all these icons
over to overlays to remove the need to duplicate every unique animation/icon
for every power state. We'll see though.
2018-08-04 16:10:28 -07:00
John Ginnane 2b0038c76f Users can now see their own prayers in the chat log (#39509) 2018-08-04 15:19:05 -07:00
ShizCalev a9224922e6 Make a few more things pronoun sensitive (#39546) 2018-08-04 15:03:27 -07:00
AnturK 8e94b5a921 Fix ai status displays (#39534)
Forgot to add update calls in here.
2018-08-04 14:59:53 -07:00
ShizCalev 3f82ac81a3 Nanotrasen capitalization (#39547)
Corrects a couple instances of improper capitalization of Nanotrasen.
2018-08-04 14:57:49 -07:00
Jonathan (JJRcop) 1b57f50136 Fixes SDQL strings
This is done by partially reverting commit 503a8a3557
Also fixed explain not working well with goonchat
2018-08-04 05:03:21 -04:00
Tad Hardesty 5ab7990313 Fix bad vars in maps spilling over onto unrelated types (#39530) 2018-08-04 01:25:35 -04:00
WJohn 22b13acac7 Refactors syndicate simple animals. (#39531) 2018-08-04 01:25:26 -04:00
Emmett Gaines 20c8540b02 Fixes pods not reaching centcom (#39526) 2018-08-03 13:47:14 -04:00
oranges 2fc303ecfb All adminsay now uses the adminobserver colour (#39511)
This makes it more distinguishable for admins
2018-08-03 13:40:09 -04:00
AnturK b5caff1f4d Makes fiddling with air alarms go to atmos investigate log (#39501) 2018-08-03 13:36:28 -04:00
XDTM 5cec0a094e Splits fakedeath and death coma, gives fakedeath to zombies and skeletons, adds ghoul powder (#39487)
* Splits fakedeath and death coma, gives fakedeath to zombies and skeletons, adds ghoul powder

* s
2018-08-03 13:16:57 -04:00
Kmc2000 00e90f7044 Adds in a new type of securitron (#39382)
* foolish jedi

* do not underestimate general beepsky

* adds death handling so you don't lose his eswords :)

* changes .loc to Tsec

* oversight

* src, TRUE, src, FALSE

* src

* Adds a toy sword variant. Fixes formatting

* oops

* fixes stuff for beepsky

* makes grievous beepsky block all projectiles.

* Fixes & cleanup

* cyberboss pt.1

* cyberboss pt2.
2018-08-03 12:07:12 -04:00
AnturK bed358eb1d Fixes borg dusting (#39537) 2018-08-03 12:00:29 -04:00
AnturK a278f1b379 Teach simple animals how to dodge (#39383)
It's no secret simple animals are pretty weak, so this tries to change it
without padding their health. Adds basic swerve when approaching the target,
and sidestep when fighting.
2018-08-02 21:20:46 -07:00
81Denton 5b37938f6c Lavaland Syndie base tweaks (#39472)
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:

Chemistry related changes:

* Made the testing chamber airlock heatproof and added scrubbers/vents to
  restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
  Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
  for strange reagent/life reactions. If syndies are clinically bored, they can
  use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
  experiment with more chemicals and gives miners an incentive to come inside.
  Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
  let players build more machinery and beakers for grenades.

Other changes:

* I added a cabinet with syndicate documents to the vault - this is valid for a
  10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
  a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
  gases quickly.
2018-08-02 19:11:34 -07:00