Commit Graph

12446 Commits

Author SHA1 Message Date
NightRed 48324f59c6 Fixes up addictions reporting on scanners, and admin full heal (#54056) 2020-09-29 19:26:29 -07:00
ArcaneDefence 70b081510e Fixes visual bugs with mothpeople markings (#54051) 2020-09-29 15:53:56 -07:00
nemvar 232bd02efe Merge pull request #54044 from kriskog/linter
Fixes linter issue
2020-09-29 19:35:54 +02:00
nemvar 963779471a Merge pull request #53906 from Rohesie/smoothing
[READY] Refactor icon smoothing to use 8-bit bitmasking
2020-09-29 17:07:12 +02:00
Rohesie 3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00
nemvar d289b24c71 Merge pull request #53937 from Rohesie/damage
Turns simple mob vars into string lists and fixes string assoc lists
2020-09-29 11:44:52 +02:00
wesoda25 23eca95c3d Scales ethereal power capacity and interactions upwards (#53984)
Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.

Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).

All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).

Also some minor code and grammar improvements.
2020-09-29 06:24:12 -03:00
tralezab f68ac806f8 Reimagines Venus Human Traps (#53880)
Venus human traps now have a new sprite, new sprite for their bud, new sprite for their vines, their bud has icons according to how grown it is, they get sounds for hitting, getting hit, and dying.

oh yeah and I renamed the path flower_bud_enemy >flower_bud
2020-09-29 06:00:35 -03:00
skoglol 5fa6c54680 Fixes linter issue 2020-09-28 19:09:23 +02:00
Emmanuel S a9e1c2e387 Orbit menu checks ghosts recursively, ghosts have orbit counters (#53826)
* Recursive Orbit Checker


UI change


len -> length()


Rebuild tgui

another len -> length()

* tgui
2020-09-27 01:37:42 +03:00
L fb38066f09 bitmask 2020-09-26 12:14:27 -03:00
L 5a21a0d92f objs 2020-09-26 12:14:26 -03:00
L e461d7b777 icons 2020-09-26 12:14:25 -03:00
L 853364227d tabs and whoops 2020-09-26 12:14:07 -03:00
L 7c4b980577 more stringlists 2020-09-26 12:14:07 -03:00
L 4325bba1ae stringlist 2020-09-26 12:14:07 -03:00
Timberpoes 1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
zxaber 4c29058486 Fixes a runtime with borg tablets when borgs get created. (#53953) 2020-09-26 07:40:35 -03:00
Timberpoes f0a62bb6b5 Minor refactor to space dragon code to fix various bugs and issues (#53944) 2020-09-25 23:16:36 -03:00
Timberpoes 9c95813da4 Rebalances space loot and space exploration (#53916) 2020-09-25 04:53:43 -07:00
ArcaneDefence 2eb6b1362e Separates mothpeople antennae into a mutant bodypart (#53928)
Removes the antennae part of the original moth wing sprites and adds them back as a mutant bodypart.
Seeing as they were then separated I made it a preference so that players can choose which antennae sprite they would like to have, instead of being restricted solely to the ones built into the wing sprite.
2020-09-25 08:47:00 -03:00
skoglol 505146f757 Merge pull request #53822 from Mickyan/freefalling
Makes freerunning quirk prevent falling damage from short falls
2020-09-25 02:23:50 +02:00
NightRed 509f04b17a Clears up issues moods and alerts on gain of NOBREATH (#53908)
Fixes up the gain of the NOBREATH trait to clear breath related moods and alerts.
Added a godmode fix up for humans also.
2020-09-24 14:59:13 -03:00
tralezab 70816c235b Buffs Gravitokinetic Stands a bit (#53884)
Gravitokinetic stands now give their user an immunity to their own gravity, and cannot apply it to their user.

Gravitokinetic stands now send out heavier gravity. Gravity applied to turfs will now damage lightly, gravity applied to people will damage twice as fast.
2020-09-24 07:24:10 -03:00
zxaber 8e98391dfb tgui: Borg tablets and RoboTact as a borg self-management app (#53373)
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* who even knows what step I'm on anymore

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* Forward Progress

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* Merge remote-tracking branch 'upstream/master' into SiliScreen

* more foward progress

* RoboTact

* bad tab

* Improvements all around

Plus some changes to vis_overlay to allow for color

* Lights and things

* borg network card

borg tablets lose networking when borg is locked or has no power

* hud changes

not done yet, but getting close

* better modPC screen button

* updoot

* more useful colors

* linter

* Do I finally get a green ✓

* better law sync catching

* hate linters

Co-authored-by: Changelogs <action@github.com>
2020-09-24 13:13:52 +03:00
EdgeLordExe 283d140ca0 HERETICS: Balancing Mega patch - Changes to ash, flesh ascension and much more!. (#53655) 2020-09-24 01:54:22 -07:00
Timberpoes f6f6bfe0d4 Fix two issues relating to stating laws (#53827)
Issue 1: When your laws change in the middle of stating laws, things can get weird due to this being a proc that sleeps and may end stating early or some other undesired behaviour.
Issue 2: Issue's 1 behaviour can also runtime.

This caches all relevant vars when a law state starts so that it can continue uninterrupted and as expected.

This seemed the simplest solution and was a concept suggested by a couple of other maintainers. My implementation may be utterly terrible though, so please review.
2020-09-24 05:45:33 -03:00
ArcaneDefence 0dd63ee9cd Adds icon_living states to cytology unique mobs (#53905) 2020-09-23 12:00:12 -07:00
NightRed 50a43ae8e1 Show a message when you are unable to succumb (#53753)
Show a message when you are unable to succumb.
This way you know why the command failed.
2020-09-23 06:55:38 -03:00
Timberpoes 21d0d618c8 Fix verbs tab not getting updated in certain instances (#53876)
There are a number of methods of assuming direct control of mobs or giving other players direct control. I have made sure these now appropriately update verbs.

Shamelessly ripped the functionality from /mob/dead/observer/verb/reenter_corpse() - It seemed to do what I wanted to accomplish in the same context.

I couldn't find any other method to refresh the verbs tab.
2020-09-23 06:50:03 -03:00
Tad Hardesty f80836d00d Fix broken dmdoc crosslinks (#53896)
- Backtick-escape code samples which contain `[]` syntax.
- Fix all crosslinks to nonexistent symbols.
- Somewhat improve docs for qdel defines, research defines, dynamic mode, and others.
- Remove unused bloodcrawling defines.

Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR.

New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version.
2020-09-23 03:47:44 -03:00
Ryll Ryll 80cefef747 Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)
* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again
2020-09-23 07:53:55 +02:00
TiviPlus 72fc7213ed Mecha medical and other_equipment refactor (#53637) 2020-09-23 02:40:16 -03:00
skoglol 35456aef12 Merge pull request #53855 from imsxz/twaticus
About The Pull Request
i made a PR just like this like a year or 2 ago and it got closed under dubious circumstances, especially since it had more upvotes than downvotes. this is a feature that the community wants. it is a 5 line change PR, not much to note on it, very simple.

Why It's Good For The Game
/tg/ is lacking in roleplay tailored mechanics and instead relies on the good graces of the players to interact politely with each other.

Changelog
🆑 imsxz
add: you can now pat carbon mobs on the head.
/🆑
2020-09-23 06:40:01 +02:00
tralezab e44dcc035c Flower Buds now have a countdown for ghosts for when they're going to hatch (#53648)
They're two minute timers with no indication, which makes kudzu kinda annoying to spectate.
2020-09-23 00:50:26 +01:00
Timberpoes 91272259c6 Allow AI camera to move up Z-levels as well as down. (#53875)
* Fix eye

* Betterfeex

* Don't code while cooking
2020-09-22 16:46:51 -07:00
TiviPlus ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Fikou e9b9cd8275 shades can now ventcrawl (#53862) 2020-09-22 12:22:29 +08:00
Jared-Fogle 470ea1f3ef Don't allow sentient ice demons to teleport (#53888)
If you know, you know. I think this affects more than just teleporting, but hm.
2020-09-21 16:24:58 -07:00
Ghilker 5d83a52bb6 Healium is too powerful we need to nerf it! (#53766)
Healium was too stronk, nerfed it to behave like a good gas.
Added coughing and euphoria mood if breathed in small quantities to alert the player.
Sleep if it is 3 moles in the air for 3 to 5 seconds
Sleep you if is more than 6 moles and it heals you while knocked down.
Lowered the amount of healing done

Edit: It doesnt knock you out, it makes you sleep now, since the knockdown effect was so strong that people wouldn't wake up
2020-09-21 00:17:58 -07:00
Timberpoes 07c32c7cd3 Fixes TRAIT_NOHUNGER on digestion and fat species that never stop being fat (#53764)
Issue was encountered during a Manuel round when a fatass became an Android.

Incorrect check for TRAIT_NOHUNGER in handle_digestion meant it was ignored and digestion code would always run.

Androids don't hunger, don't metabolise, don't eat. When a player turns into an android, if they were fat, they become a fat anrdroid. It then becomes incredibly difficult and annoying for admins to restore them back to normal. Admins trying to fix this manually can also create excess screen alerts, traits and moodlets as they triage the issue alongside the TRAIT_NOHUNGER bug that will constantly restore negative moodlets and throw screen alerts unless they set the status JUST RIGHT.

As a result, as well as fixing TRAIT_NOHUNGER I'm also hitting TRAIT_NOHUNGER species. I created a new proc to set hunger values to safe levels and call it on_species_gain for every TRAIT_NOHUNGER species.

Thanks to the Eric Fatsby who let me experiment on him to identify as many problem areas as I could.
2020-09-20 06:52:24 -03:00
Timberpoes 94963c7489 Fixes oversight with "tactical combat spinning" and flashes (#53823)
Using the spin emote can no longer let you RNG your way out of new flash mechanics.

Mobs have a new flag that is set to when they start spinning and unset when they stop.

Flashes now use this new flag when calcing deviation.

Tactical combat spinning using the spin emote now results in a full deviation flash when it may previously have resulted in a failure or half-deviation flash.

Emotes should either not influence combat at all (spin on floor when both players share the same loc, this was already handled by same-loc code), or negatively influence combat for the emote user (spin in all other circumtances, which is what this PR addresses).
2020-09-20 06:51:08 -03:00
imsxz 7e8a0c51c4 headpatsies ^w^ 2020-09-19 17:08:44 -04:00
TiviPlus c35008b1b0 Optimizes Conveyors (#53220)
Less proc overhead
Made the actual moving speedier
removed a unused var
2020-09-19 10:37:15 -03:00
Timberpoes 2aae205814 Fix runtime when pAIs access their menu then makes the runtime look their default look. (#53714)
Runtime was fixed by implementing the new, proper asset cache system. Up until the point where I realised this was the intended look for the pAI's internal interface...

I get the Geocities look, but I'm not going to inflict this back on pAIs. Even if it intentionally looks awful, I don't feel that it adds anything to the pAI experience. They're meant to be more advanced in some respects than NanoTrasen AI.

As such, I've removed this background asset entirely, removed the associated code and turned the runtime's behaviour into the default outcome - No Geocities background. Just plain white.
2020-09-19 08:08:32 -03:00
Timberpoes 1ebc7ad223 Fixes a dismemberment runtime (#53695)
Bunch of undocumented procs relating to wounds.

can_dismember is being called on the head from send_item_attack_message after the head is dismembered. At that point is has no owner and we get ourselves a bit of juicy runtime.

I suspect it's an order-of-operations issue. The wording of the text messages in send_item_attack_message seem to indicate that it's warning about the attack that is just about to happen. In /mob/living/attacked_by() the very first thing it does is call send_item_attack_message(), before apply_damage.

As such, I've made sure send_item_attack_message() is called before apply_damage in this instance too.
2020-09-19 08:06:13 -03:00
ArcaneDefence deb27eba5f Excessive spinning makes you woozy (#53805)
When attempting to spin while it's on cooldown carbons get a bit of dizziness and confusion in increments, and once it reaches a certain point they no longer get more confused, instead puking without purging their reagents.
This doesn't affect simplemobs, silicons, or using fists of the northstar to beyblade as a tot.
2020-09-18 22:07:12 -04:00
Mickyan d0b64d52cb impromptu bugfixing 2020-09-18 22:38:21 +02:00
Mickyan 6290e1d155 1 level falls 2020-09-18 19:41:52 +02:00
Mickyan f6a2c9480f hold my beer 2020-09-18 18:57:14 +02:00