Commit Graph

7817 Commits

Author SHA1 Message Date
Time-Green d18fe2101a [READY] Plumbing improvements and chemical synthesizers (#45185)
Removes dumb visual bugs.
Put the copy pasted wrench stuff for disabling and enabling the component, in the component using a new signal from default_unfasten_wrench.
Add a general plumbing machinery subtype. Right now it's mainly for cataloging.
Adds the chemical synthesizer. You can select a single chemical and an amount between 0 and 5. It will produce it every tick. Should be combined with other synthesizers to create meth factories.
Makes the liquid pump a fully functioning machine.

cl
add: The station comes one step closer to plumbing with the introduction of the chemical synthesizer.
sprite: sprites for the synthesizer, input and output commissioned by @Meyhazah
/cl

I wanted to do all the plumbing basic equipment at once, but stuff like plumbing heaters is gonna be ugly if I don't rework them completely and I don't wanna scare the maintainers away.

There is slight copypasting from the chem_dispenser and with the chem synthesizer, but having it be inhereted would be a worse clusterfuck IMO.
2019-07-23 21:22:16 +12:00
tralezab 3b49b5378d Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* mostly fixes in this commit

* removes old_god from the dme

* russian shuttle improvements

* TODO: fix the hook gun

* shotgun finished, next commit shuttle

* bounty hunting shuttle

* back up to speed on the dmis

* readds poster 46 and adds the shuttle finally

* dmi fixes

* traps need fixing, work out whatever is happening with synths

* super final touches, see desc

map ports + proper spawners, pinpointer and traps functional. other misc changes

* removes verb stuff from non verb stuff

* review (see desc)

antimagic checks and it now the two objects move inside each other instead

* dmi conflicts

* PLUNGERS. BEGONE.
2019-07-22 20:00:34 +02:00
skoglol c5d6a521e7 Removes the overthrow gamemode (#45312)
* Removes the overthrow gamemode.

* Woops.
2019-07-22 01:10:02 -07:00
bigfatbananacyclops ea428f069c Changes medkits contents (#45216)
* pee pee poo poo

* pee pee poo poo

* Changes medkit contents

* Changes medkit contents

* Changes medkits contents

* Changes medkit contents

* Changesmedkitcontents
2019-07-21 23:01:32 -04:00
nemvar 876db778a7 Durathread and loom changes. (#45261)
* Reworked loom and cloth

* newline

* Removes unneeded .=

We were returning TRUE regardless.
2019-07-21 17:40:00 -07:00
MadoFrog 13d34034c3 Adds an award for the HoP to give (#45290) 2019-07-21 16:10:41 -07:00
bigfatbananacyclops e07ed47d68 Plain medkit sprites (competitor to the other) (#45276)
* Medkitscompetitors

* changesbezerk
2019-07-21 02:17:12 -07:00
YakumoChen b2502f10cf Fixes diagonal box movement, makes stealth box reveal when damaged (#45274)
About The Pull Request

Lowers the integrity of the implant box from 70 (normal cardboard boxes) to 1
fixes #38612
Why It's Good For The Game

The stealth box is already an extremely powerful item, mostly due to a bug #38612 that has been around ever since we could move diagonally and hasn't been fixed.

The box is supposed to be comparable to the other stealthy item, the Chameleon Projector. However, the box has several large advantages, including:
-Full invisibility
-Faster movement (especially with the bug)
-Less obvious when moving around
-The box takes more hits to reveal you
-Easier to get back to being hard to find when revealed
-You need an open hand to open the box manually, putting you in melee range and without a weapon in the selected hand, leaving you at a major disadvantage.
-The projector can be taken away from you / dropped and takes up inventory space
-The projector needs to be in hand to use, implant is hands free
-Projector needs to be in your in-use hand to disable yourself, the box is a button, meaning you can be more prepared with the box to strike out from stealth.

The projector still has a niche, however the box is currently the meta stealth item to pick.

This PR fixes the movement bug (no more wavedashing) and makes any damage to the box reveal the user, no longer letting it be a massive damage sponge. This should bring the box much closer in line to where the Chameleon Projector is, balance wise.
Changelog

cl Chen Yakumo
balance: The stealth implant box is now flimsier than it was before.
fix: You can no longer zoom around in a box by hugging walls.
/cl
2019-07-21 11:05:43 +12:00
Fikou a132ea82ea you can now get an advanced camera console (#45202)
* advanced camera consol

* circuit board

* advanced camera console

* advanced camera
2019-07-20 00:50:41 -07:00
wesoda25 0632fed795 Nerfs Beekit + Beesword (#44892)
About The Pull Request

Beekit now gets one less beenade and has a lower chance, beesword has worse armor pen, does 2 less damage and injects 4 toxin as opposed to 4 histamine (could be looked at as a buff though). Plus I removed some pointless // remarks that I previously made but I doubt that really matters
Why It's Good For The Game

Pretty overpowered, hopefully this will make things better.
Changelog

cl
balance: Beekit now has a lesser chance of spawning and has one less grenade
balance: beesword now does 2 less damage, has worse armor penetration, and injects toxin as opposed to histamine
/cl
2019-07-19 22:49:11 +12:00
ShizCalev 5b393a3a5c Fixes a few more missing sword icons (#45256) 2019-07-18 21:49:43 -07:00
nemvar bf6800fd7c Fixes (#45210) 2019-07-17 02:43:49 -07:00
Gamer025 4725f5b14e Singlecard description change (#45205)
Changed the description for a single (playing) card to be more accurate.
2019-07-16 21:37:37 -07:00
Akrilla 4dda76b8f1 [READY] Contractor Hub (#45117)
* Contract Hub + Pinpointer + more contracts

* Show rep

* Better errors

* Dynamic hub

* Bug fixes

* Show items

* No html in desc

* compile

* contractor support

* limit

* allow limits of 1

web edit

* Equip and send partner + turf helper

* working reinforcements

* Cleanup

* removing debug

* blackout

* test

* Working buttons

* no debug

* prelight

* finalized interface

* better fit

* hub icon

* conflict

* text

* error

* kit tweaks

* items

* fixup

* fixup

* bugfix

* ui fix
2019-07-15 20:36:54 +02:00
Alek2ander e6d468eb61 Wallet QOL improvements (#45178)
* Wallet name includes displayed ID
Adds Alt-click to remove it

* Use regular altclick if it's in storage
2019-07-15 02:57:17 -07:00
Alek2ander 3e68107d96 Fixes interaction between job-based IDs and agent cards (#45176)
* Job IDs and agent card fixes combined

* Fixes random wallet icons being visible
2019-07-15 02:51:45 -07:00
nemvar fa9e44d937 Reorders the items and weapons dmi. (#45128)
* Reorders the file

* Take 2

* Whoopsie
2019-07-14 12:03:14 +02:00
Alek2ander 4e26573f7b Job specific ID cards (#45112)
* Job based IDs attempt one

* This doesn't actually work

* Back to overlays

* The Comment Section

* Cached flat icons
2019-07-13 21:24:35 -07:00
Alek2ander 2ef094765d Chameleon ID and PDA improvements (#45113)
Chameleon IDs and PDAs will automatically update names and icons when
changing disguise. They will also change the displayed job when
switching outfits with the chameleon combo-action.

Chameleon IDs and PDAs reset to the default name if their appearance
changes and need to be updated manually to display the proper label,
which seems like a waste of time to me. Changing the entire chameleon
loadout is very sneaky and setting the appropriate job on the ID and
PDA makes it sneakier.
2019-07-13 19:39:29 -07:00
nemvar 9936a9438d Remove the VTEC module (#45147)
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
2019-07-13 19:23:33 -07:00
Rob Bailey 440e1b19d2 fixes runtimes related to trash in nullspace (#45160) 2019-07-13 00:42:21 -04:00
nemvar d16ecdef72 fixes self repair runtime (#45065) 2019-07-13 00:26:38 -04:00
ShizCalev 4fe209e7e0 Merge pull request #45121 from Garen7/mindShield
Fixes mindshield implanters breaking when used on headrevs/hiveminds
2019-07-12 23:55:07 -04:00
cacogen 85ca0d5272 Adds stats to creation/destruction of cleanable decals and trash on station (#44989)
* Adds stat tracking to mess on station

* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor

* adds mapload arg to init

* asdasd
2019-07-12 14:11:23 -07:00
Akrilla 92b100a2d7 PDA now accepts ID card when in inventory (#45037)
* id card pda

* cleanup
2019-07-12 19:14:32 +02:00
nemvar 66af98e75a blocks shove knockdown is now a clothing flag. (#45107)
* blocks shove knockdown is now a clothing flag.

* comment only commit
2019-07-11 12:21:22 -04:00
skoglol 63967d1b21 Lets the kinetic crusher be one-hand carried (#45110)
* Onehands, need sprites.

* onehand icons, light action.

* light fix
2019-07-11 11:29:36 -04:00
Garen Crownguard 6f837d6ae4 properly uses up mindshield implant on unconvertables 2019-07-10 20:58:06 -05:00
YakumoChen 03aa850d26 Lowers jetpack speed boost (#44777)
* Lowered jetpack speed boost

* -1 is now -0.25
2019-07-10 11:16:30 -04:00
ShizCalev fe81415f5a Merge pull request #45072 from nemvar/teleporter
Gives teleporter circuit boards the science icon.
2019-07-09 15:57:44 -04:00
ShizCalev 2674926a80 Merge pull request #45059 from AnturK/gpsruntime
Fixes gps runtime.
2019-07-09 15:49:42 -04:00
tralezab 270f349a58 removes the stun from spraycans (#45048)
* removes stun from spraycans

* compiles

* now flashes the color you were sprayed with
2019-07-09 11:20:24 -04:00
Time-Green ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
nemvar 6b28b1e3cf Moves teleporter to science 2019-07-08 22:45:52 +02:00
nemvar 23648022c7 Gives tagger the art component (#45046)
* freespraycanbegone

* crayon

* Crayoncolor

* atomized
2019-07-08 14:02:15 -04:00
Akrilla 1d5d26e845 stun animation (#44991) 2019-07-08 23:39:18 +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 1c0112c7e9 Fixes gps runtime. 2019-07-08 12:11:05 +02:00
oranges 37fdfee08a Merge pull request #44843 from Garen7/removeHygiene
Removes Hygiene
2019-07-08 21:53:08 +12:00
XDTM 499d605323 Fix swappers not working (#45027) 2019-07-07 20:58:57 -07:00
Brandon Couts 837b60daf3 Fixed tabbing for Crew Monitoring Console 2019-07-06 04:42:40 -04:00
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 a6c0939a8c Add seashells to beach zones (#44988)
It's a harmless decorative item. People can use it in their mapping
and whatnot.
2019-07-05 15:11:29 -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
Rob Bailey 639ebd2dfe Fix sabre sheath sounds (#44972)
Fixes an ancient bug where the officer sabre was not playing sounds
when being drawn from or put into the sheath.
2019-07-04 20:39:36 -07:00
Rob Bailey 5eb8b090f1 Add match strike sound (#44949)
Adds a sound effect for striking matches. I've had this sound effect
laying around for a while and adding this is zero effort. Recorded and
mixed by me, no copyright bullshit needed.
2019-07-04 17:12:42 -07:00
Mickyan 10cbc2219c Update honked moodlet (#44863)
The moodlet from being hit with a bike horn now has its own overlay.
Changed the description to not make assumptions about the quality of
local entertainers. The moodlet can only be applied by clowns, as they
are the only ones capable to unlock the bike horn's true hidden power.
You can no longer get a mood boost by hitting yourself with a bike
horn.
2019-07-04 16:54:28 -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