Commit Graph

7921 Commits

Author SHA1 Message Date
oranges 08f1ca4797 Merge pull request #21027 from MrPerson/why_are_you_looking_at_branch_names_you_weirdo
Fixes an issue where moving in no grav would push off movable objects when nonmovable ones were available
2016-10-19 09:14:21 +13:00
MrPerson 5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Joan Lung 4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
oranges fb30965905 Merge pull request #21022 from KorPhaeron/sloth
Cargo sloths
2016-10-18 13:38:18 +13:00
oranges 86a8d8a7f5 Merge pull request #20962 from phil235/hit_message
No more message spam when you witness someone being attacked or shot
2016-10-18 09:17:41 +13:00
oranges d165c98420 Merge pull request #21018 from Shadowlight213/revert-20774-ClickAss
Revert "Makes drag/drop that dont have any use call click"
2016-10-18 09:14:09 +13:00
MrPerson 924d47f810 Fixes an issue where moving in no grav would push off movable objects when nonmovable ones were availablee 2016-10-16 22:53:46 -07:00
oranges c770004d0a Merge pull request #20989 from ChangelingRain/whereintheworldissaycodesandiego
Fixes simple animals with spans not keeping/using those spans when input didn't end with ! or ?
2016-10-17 14:26:14 +13:00
KorPhaeron 7e831c5fa2 Adds sloths 2016-10-16 17:24:26 -05:00
Shadowlight213 18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
Jordie 841c723aa5 Merge pull request #20986 from phil235/RipleyGoliathHideFix
Fixes applying goliath hide to ripley not giving it proper armor.
2016-10-16 21:50:06 +11:00
phil235 e74de9b357 Merge branch 'master' of https://github.com/tgstation/-tg-station into damage_fix
# Conflicts:
#	code/modules/mob/living/carbon/carbon_defense.dm
2016-10-16 12:19:48 +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
Joan Lung 973e5c4012 Nerfs blobs (#20947)
* nerfs the blob

* we're already doing that gosh this code is old
2016-10-15 17:59:13 +02:00
Joan Lung 29db7d7bab Fixes simple animals with spans not keeping/using those spans when input didn't end with ! or ? 2016-10-15 11:40:21 -04:00
phil235 f9c71fbfb0 Made some slightly less uglier sprites for attack effects.dmi
Melee attacks, gun firing, and things being hit by bullets will now still give witnesses a message, but only if they are less than 3 tiles away. The attacker still doesn't get the message for its own attacks.

I added two arguments to visible_message(), one to specify the visibility range, and one to ignore a specific mob that shouldn't get the message.
2016-10-15 16:10:28 +02:00
phil235 f8c1bc6b7e Fixes applying goliath hide to ripley not giving it proper armor. 2016-10-15 12:26:37 +02:00
phil235 3367f0bde4 Fixes supermatter shard being destroyed by fire.
Buffs the hp of items, backpacks and clothes.
Fixes storage items not dropping their content if destroyed when worn by a mob.
Simplifies acid_melt() and burn(), we no longer try to acid/burn the content of an object that just burn/melted.
Nerfs damage to clothes from bombs when worn by a mob.
Fixes worn clothes taking damage when mob is hit by holo weapons.
2016-10-15 01:14:04 +02:00
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
phil235 43812be1b0 Merge branch 'master' of https://github.com/tgstation/-tg-station into hit_message
# Conflicts:
#	code/game/mecha/mecha_defense.dm
2016-10-13 20:04:59 +02:00
phil235 929c71e67c some tiny fixes 2016-10-13 19:27:00 +02:00
phil235 1ea0e47aa4 Visible_message() when being attacked by melee or projectile is replaced by a simple message only to the target instead of all viewers.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
2016-10-13 19:21:30 +02:00
Cheridan 1b4317d5ef Merge pull request #20914 from ChangelingRain/godsarebetterthanmechs
You can no longer hide in a mech to avoid gods
2016-10-13 02:06:59 -05:00
oranges dac03dfc07 Merge pull request #20931 from tgstation/RemieRichards-activehands
put_in_hands() now prioritises the active hand
2016-10-13 12:57:03 +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
Cheridan 34bc9935ac Merge pull request #20924 from KorPhaeron/frogs
Frog fixes and updates
2016-10-11 23:25:13 -05:00
uraniummeltdown e9f9b5a600 You can now collect ore by walking over it with satchel equipped (#20735)
* addressed a few problems

* it finally works perfectly

* all good now

* better code
2016-10-12 15:30:39 +13:00
Remie Richards ea51704f03 ``put_in_hands()`` now prioritises the active hand 2016-10-11 18:28:52 +01:00
Razharas 5ced570b3e Merge pull request #20856 from ChangelingRain/coreprocessidiocy
You can now deconstruct AI cores that contain no AI
2016-10-11 18:39:12 +04:00
Joan Lung 9fae29a33c Merge pull request #20884 from lzimann/alerts
Makes cyborg "Show alerts" verb a browser datum
2016-10-11 09:58:56 -04:00
KorPhaeron c241d6079e Frog fixes and updates 2016-10-10 23:33:48 -05:00
Joan Lung d296d7eb78 You can no longer hide in a mech to avoid gods 2016-10-10 19:30:40 -04:00
Cheridan 9ab0b7a27e Merge pull request #20813 from optimumtact/theurcat
Improvements to simple animal make_baby and Runtime
2016-10-10 16:10:49 -05:00
Joan Lung f51444d8fa Improves some cult rune checks (#20872)
* sword in the dawn

* don't fade away

* it's dumb, but not my problem.
also rearrange these checks~
2016-10-11 10:05:25 +13:00
KorPhaeron 4e68c2ca95 Adds frogs (#20775) 2016-10-11 09:43:31 +13:00
Joan Lung 937b68bfc4 Emags will no longer work on Ratvar-serving cyborgs (#20845)
* That's right, your master is RATVAR.

* CONTROL YOUR INDENTATION

* it's a good thing there are people actually reviewing my code now

* syntax
2016-10-11 09:20:29 +13:00
oranges b8ea78cd00 Improvements to simple animal make_baby and Runtime
Runtime now only stores the children she actually made, instead of
being the mother of every cat in the mob list like some kind of god cat

make_baby no longer spawns off for 400 seconds to set a flag
2016-10-10 05:10:57 +00:00
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
Lzimann 5cea8f8180 Changes the height. 2016-10-09 23:27:17 -03:00
Joan Lung ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
Joan Lung 632a997586 Merge pull request #20809 from optimumtact/mob_living
Reorder mob living destroy
2016-10-09 19:06:01 -04:00
Joan Lung 9c93fb8b59 Removes the mob "memory" var (#20814)
* Removes the mob "memory" var

* MEMERY
2016-10-10 11:46:52 +13:00
Joan Lung 5ff591e69b NUMBAH THREE 2016-10-09 18:42:05 -04:00
Aranclanos c5e35c5abb Fixed a runtime where bees would sting a mob without reagents (#20817) 2016-10-09 17:25:52 -05:00
oranges 1bfdc6360b Make sure ian doesn't spawn his puppies in nullspace (#20812) 2016-10-09 17:21:50 -05:00
PKPenguin321 bc4b4780a9 fixes a bug in monkey examining (#20858)
extra < would display in the message
2016-10-09 17:19:00 -05:00
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
Lzimann 3819806340 Makes "Show alerts" tg's custom browser datum.
Also removed an unused var(viewalerts) from borgs.
2016-10-09 13:38:56 -03:00
Joan Lung fccd45e279 what is a define 2016-10-07 18:01:56 -04:00
Incoming5643 b675eda70f Properly sets hands to use held_index so the code knows they're hands. (#20790)
* Probably fixes #20457

* adds remie compatibility code with multiarms

* Nested setting of variable status: Still doesn't work.
2016-10-05 00:12:37 +02:00