Commit Graph

475 Commits

Author SHA1 Message Date
Leo 0e08ab75e3 Let's trust byond! 2017-01-19 19:14:50 -02:00
Lzimann 6425579b93 Fixes id_access_list not working on mob spawners. 2017-01-18 08:55:38 -02:00
Mervill cd0912f77f seedRuins exits with a warning if provided a z level that does not exist (#22860)
* seedRuins exits with a warning if provided a z level that does not exist

* if no z levels are provided, don't generate any ruins
2017-01-15 21:17:53 +13:00
oranges 541c8ad135 Merge pull request #22845 from Core0verload/equipment_fix
Refactor of outfits datums and corpse spawners
2017-01-10 10:10:10 +13:00
oranges 21331f6c14 Merge pull request #22741 from KorPhaeron/anchoredflagholder
CTF bug fixes
2017-01-10 09:52:17 +13:00
c0 0b311121d9 Refactor of outfits datums and corpse spawners 2017-01-08 10:30:31 +03:00
KorPhaeron e126136bf8 Why did they need nodrop in the first place 2017-01-04 17:53:02 -05:00
KorPhaeron b0585031f7 Fixes body dusting check 2017-01-04 17:51:08 -05:00
KorPhaeron 8542e5b318 Capture the Flag exploit fix 2017-01-04 17:38:36 -05:00
Kyle Spier-Swenson bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
Cruix 20394282ff Fixed some two-handed weapon bugs (#22457)
* Fixed being able to hold twohanded-required items in one hand
Fixed dualsabers changing their weight_class and hitsound when unsuccessfully wielded

* Fixed ctf flags being unpickupable
2016-12-27 09:13:46 +13:00
Joan Lung 95af0534f6 MMI'd clockcultists put in AI cores will properly lose clockcult status (#22369)
* MMI'd clockcultists put in AI cores will properly lose clockcult

* uuuuugh

* fix the core while we're at it

* "

* mrrp

* this will also follow you around

* hmm
2016-12-25 16:18:55 +13:00
coiax dabcce81ed CTF guns only hurt mobs with CTF armor (#22284)
* CTF guns only hurt mobs with CTF armor

This is moving towards the possiblity of spawning CTF spawns and flag
spawns onto the station without people being caught in the crossfire.

* Debug messages are bad
2016-12-23 09:31:55 +13:00
Shadowlight213 ec387c8258 Fixes active turfs on ruins (#22339)
Fixes infinite loop and runtime with ruin loader running out of ruins to pick from
2016-12-22 09:11:38 +01:00
Mervill 417c50efa2 These comments where removed by me.exe, just now 2016-12-08 01:48:46 -08:00
Kyle Spier-Swenson dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
Shadowlight213 073631c665 Fixes mob_spawn effect syndicate ID access. (#21956) 2016-12-06 10:58:50 +01:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Mervill b5578df27d corrects some defs without leading slash (#21843) 2016-11-30 20:05:14 +13:00
oranges af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
oranges f0c636dba3 Fix runtime with rupees
This enforces the item crossing them is actually a mob
2016-11-25 10:21:19 +13:00
ExcessiveUseOfCobblestone bbe6da1a60 "snowy" mapgen now adds snow (#21681)
* "snow" mapgen now adds snow

* the remie review
2016-11-24 10:30:05 +13:00
swindly 9f206a292b Allows dice to be rigged and adds microwave_act() (#21545)
* gary needs a new pair of shoes

* -1 -> FALSE

* microwave act

* does that stuff

* fixes more stuff
2016-11-16 13:14:36 +13:00
phil235 b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
phil235 2dc956bea0 Merge branch 'master' of https://github.com/tgstation/-tg-station into Color_washing
# Conflicts:
#	code/game/gamemodes/clock_cult/clock_scripture.dm
#	code/game/gamemodes/clock_cult/clock_structures.dm
2016-10-31 19:59:00 +01:00
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
phil235 1ce672c630 fixing stuff about atom_colours. 2016-10-21 01:30:42 +02:00
phil235 d21b929599 barrier need to be destroyable apparently. 2016-10-19 21:16:12 +02:00
phil235 d7019f7f3a Fixes Capture the flag elements being destroyable. 2016-10-19 19:43:36 +02:00
phil235 240f3a4c49 Adding var/list/atom_colours to /atom .
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.

Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
2016-10-19 01:51:30 +02:00
oranges c5e7e0ed2a Merge pull request #21031 from phil235/fix_spaceruin_map_shit
Area fixes
2016-10-18 09:28:35 +13:00
oranges 25daa7b5f1 Merge pull request #20992 from swindly/spelling
Fixes various spelling/grammar/punctuation errors
2016-10-18 09:15:32 +13:00
phil235 19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
swindly 90f410b8ed fixes mispellings and makes grammar gooder 2016-10-15 14:29:14 -04:00
Joan Lung ca26b0ff5c Ruins will now remove flora (#20957) 2016-10-15 18:00:24 +02:00
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 b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
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
AnturK 6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +02:00
AnturK 93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
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
Cruix f406e518cc Fixed some possible runtimes with pollCandidates() (#19919)
* Fixed some possible runtimes with pollCandidates()

* Fixed bug in pollCandidatesForMobs()
2016-08-22 08:45:22 +12:00
KorPhaeron c9caeb8e17 Jobban 2016-07-23 22:56:45 -05:00
AnturK 523a2b29fe Implant chair refactor (#19272)
Removes some copypasta
Refactors implant chairs. Adds some fun variations.
2016-07-13 12:59:06 +12:00
Crazylemon64 377f82f7c7 Reduces the change to a single var 2016-07-07 10:48:11 -07:00
Crazylemon64 12ce9a5647 Prevents the maploader from resetting when another map is
loaded at the same time
2016-07-07 00:33:17 -07:00
coiax 3796656340 Adds ammo drops to CTF, fixes reload bug (#19125)
* My bed broke

* Slow healing, nodrop items

* Mark arena as dirty when stopping ctf

* Fixes spooky zombie projectile bug
2016-07-06 07:53:30 -04:00