Commit Graph

327 Commits

Author SHA1 Message Date
oranges 373b61c741 Merge pull request #22704 from TehZombehz/deliveryDeconstruct
Fixes delivery chutes not being deconstructable
2017-01-06 09:54:12 +13:00
Joan Lung c0bdb982f3 Merge pull request #22671 from Mervill/owo_whats_this
Makes parcel descriptions less confusing
2017-01-03 22:25:29 -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
TehZombehz 364a6a3f86 Fixes delivery chutes not being deconstructable
Delivery chute's initial mode was set to PRESSURE_OFF, but would
immediately get reset to PRESSURE_ON afterwards because of trunk_check.
This change should cause trunk_check to respect the initial mode
setting.
2017-01-03 19:24:54 -06:00
Mervill 9cd5ab554e Makes parcel descriptions less confusing 2017-01-02 15:35:39 -08:00
Kyle Spier-Swenson 280dbe20c3 [Ready] SSthrowing + callbacks! (#22476)
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up

* Smoother tentacles

* Some improvements

* Missed a spot.

* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste

* >PRs open that use procs i'm removing.

* STOP THE PRESSES!

* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.

* Item throwing now imparts the momentum of the user throwing.

(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)

* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.

* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."

* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
2017-01-02 20:08:03 +11:00
XDTM 7d1a67d0c8 Abductor tools and tool sound refactor. (#22125)
* Everything in the PR

* I'm taking that as a yes
2016-12-14 18:09:41 +13:00
Joan Lung 43ce2667f4 Merge branch 'master' of https://github.com/tgstation/tgstation into multiplierspeed 2016-12-09 18:03:43 -05:00
oranges 46f16c494e Merge pull request #22020 from Supermichael777/Auto
Makes prying up conveyors take time and visible to others
2016-12-10 11:07:48 +13:00
Joan Lung a3be7a9226 Refactors toolspeed to be a multiplier instead of a divisor 2016-12-09 16:55:51 -05:00
oranges dee934a9e9 Update conveyor2.dm 2016-12-10 10:38:21 +13:00
Joan Lung 579944d0f3 Fixes some disposal unit weirdness (#21976)
* Fixes some disposal unity weirdness

* miss, you need that line, miss
2016-12-08 12:41:47 +13:00
Supermichael777 4a1dd9b312 buffsssssss 2016-12-07 18:08:53 -05:00
Mervill 0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Mervill 787e98cced disposal unit now uses a tgui (#21702)
* disposal unit now uses a tgui

* Woops, still can't do that

* code review

* curse you tgui
2016-11-25 15:54:02 +13:00
Cyberboss b977f1d5ca Adds the ability for screwdrivers to reverse conveyor belts (#21442)
* Adds the ability for screwdrivers to reverse conveyor belts

* Formatting
2016-11-13 11:08:25 +13:00
phil235 51d1319ed1 Make transit tube code less shit. 2016-11-02 22:55:36 +01:00
Xhuis 398d4099e4 First pass: disposals, glands, tubes, and cocoons 2016-10-29 15:08:11 -04:00
Shadowlight213 18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
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
Cuboos bf079d29d4 POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.

Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)

Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.

Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)

CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.

CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)

Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
2016-10-14 10:19:23 +13:00
Razharas 7753b04a6c Makes drag/drop that dont have any use call click (#20774)
Makes drag/drop that dont have any particular defined behaviour be treated as just click on the dragged object
2016-10-13 12:55:05 +13:00
phil235 cc947b1eeb Fixes spacevines being immune to melee attack (typo). (#20907)
Fixes robotic legs missing a side to their sprite.
Fixes blob attacks destroying objs below intact floors (the blob's attack does not remove the floor's tile)
Now all objs hidden below floors don't take damage from fires, instead of just pipes and cables.
2016-10-12 09:01:03 +13:00
Joan Lung ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Joan Lung a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +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
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 bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
coiax afb7ebd790 Tiles are now (mostly) pooled objects (#19112)
* Tiles are now (mostly) pooled objects

Floors no longer have a builtin_tile, but instead use PoolOrNew().

Also added a do-nothing SSpool so you can inspect the global pool.

* Entries for time keeping

* MORE STATISTICS

* Stat tracking, auto filling

* Code review I

* Code review II

* Code review III
2016-07-08 13:32:40 -04:00
unknown 6491bcd5f1 Fixed hand labelers being unable to label storage items.
Fixed being unable to resist out of wrapped lockers.
Fixed being unable to resist out of lockers inside morgues.
Fixed mechs being able to spam doors they do not have access to.
2016-07-01 20:32:32 -04:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Remie Richards b3b60b187b Manual repair of some edge cases. 2016-06-11 23:11:54 +01:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
AnturK 19eb97ae18 Moves some list initializations to New
Fixes missing ..() calls in New()
2016-06-07 18:39:13 +02:00
Joan Lung 2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
unknown 658aab3c39 Replaced istype(loc, /mob) with ismob(loc) 2016-05-14 19:17:12 -05:00
unknown 6d21db109b Fixes using telekinesis to unwrap items teleporting them. 2016-05-14 18:39:23 -05:00
phil235 750eaa4a57 invisibility = 100 and 101 now use defines. 2016-04-29 01:00:05 +02:00
phil235 d5af5ca696 Objects with invisibility = 101 are ignored by procs like view() that are used for say() and visible_message().
Objects that are simply hidden (instead of being abstract things) now always use invisibility = 100.
This fixes not being able to hear what you say while inside a hidden gas/disposal pipe.
Fixes the t-ray scanner revealing abstract object that should never be seen, like spacevine controller.
Fixes not hearing anything during a mob transformation.
2016-04-29 00:04:40 +02:00
phil235 bb1f60e769 Fixes typos and errors I made.
Fixes unscrewing a broken computer only dropping one glass shard instead of two.
Fixes AI holopad, recharger, keycard authentication device, reagent_dispensers reagentgrinder, and APC  not being attackable.
Fixes APC cover knockdown being random, it now uses the take_damage() proc, which also allows animals and xenos to knock down the cover of a broken apc.
2016-04-25 22:29:17 +02:00
phil235 b146131a34 Second commits.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)

There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.

The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).

There's some more stuff in there, see the PR's description and comments.
2016-04-24 20:37:00 +02:00
nullbear 1cb85c3024 Fixes monkey cube Dupe Glitch
fixes https://github.com/tgstation/-tg-station/issues/14667

Adds some consistency, allowing monkeys to be drag dropped onto the
monkey recycler, like they are with the disposals chutes.

Prevents grabs from being placed in disposals, as they were being
before.
2016-04-15 21:36:34 -07:00
Remie Richards 95d2f9a848 Ports the functionality of the /vg/ holomap to the Station Blueprints, you can now see a layout of cables/pipes/atmos/power machinery as it was at roundstart to assist in repairs 2016-04-08 01:02:41 +01:00
MrStonedOne 5098a3c884 Made more sleeps use stoplag
This buffs a few things, but makes them handle lag better and tick at the rate of world.tick_lag without causing lag
2016-04-05 11:08:28 -07:00
duncathan eeb0119acb Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/modules/mob/mob_movement.dm
	code/modules/recycling/conveyor2.dm
2016-03-30 22:55:00 -06:00
duncathan salt 5ff2020202 Merge pull request #16357 from Iamgoofball/fast
Foam and Conveyor Belts now process as fast as possible, Adds the Fast Process subsystem
2016-03-29 20:06:55 -06:00
duncathan e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
duncathan 3f1375ba39 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomZLevels/Cabin.dmm
	_maps/RandomZLevels/beach2.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/templates/lavaland_surface_automated_trade_outpost.dmm
	_maps/templates/lavaland_surface_biodome_winter.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	code/controllers/subsystem/air.dm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/effects/aliens.dm
	code/game/objects/effects/overlays.dm
	code/game/objects/items/apc_frame.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/girders.dm
	code/game/turfs/simulated.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/mineral_floor.dm
	code/game/turfs/simulated/floor/plating.dm
	code/game/turfs/simulated/river.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/simulated/walls_reinforced.dm
	code/modules/admin/verbs/buildmode.dm
	code/modules/atmospherics/environmental/LINDA_turf_tile.dm
	code/modules/events/spacevine.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/holodeck/turfs.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/interactive.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/simple_animal/bot/floorbot.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/living/simple_animal/hostile/hostile.dm
	code/modules/mob/mob_movement.dm
	code/modules/power/singularity/narsie.dm
	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
	code/modules/research/server.dm
2016-03-29 14:46:06 -06:00
duncathan b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00