Commit Graph

33270 Commits

Author SHA1 Message Date
Mickyan a96fa724cf Adds the distinguished employees gallery to Meta and Delta (#55292)
* adds photo gallery to meta and delta

* newline
2020-12-09 17:16:32 -08:00
Maurukas ceb009f921 Assign correct payment department to the NanoDrug (#55406)
## About The Pull Request

The NanoDrug was created by splitting the drugs off from the tools in the NanoMed in #55069. When this was done a payment_dept variable was not given to the new machine. The default value for this is the engineering department, so payments taken in by the machine went to the engineering budget, not medical. This also resulted in engineering getting a discount at medical's vendors, while medical staff were charged full price.

## Why It's Good For The Game
The NanoDrug belongs to the medical department, not engineering.
2020-12-09 20:01:55 -05:00
silicons 160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Ghom b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Time-Green 69578d7192 Acclimator idles when emptying (#55358)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-08 15:21:43 -08:00
Jared-Fogle f00e379939 Singularity component (#55096)
Adds singularity component
2020-12-08 10:58:03 +01:00
Timberpoes d5a57a8cd8 ClF3 no longer melts walls. (#55335) 2020-12-07 19:47:46 -05:00
itseasytosee cc9db92855 Fixes a consistency issue in which nightmares to heal faster while jaunting and moving (#55134)
So basically, shadow jaunt calls a proc to check the light level whenever the shadowing moves and normal processing. This proc forces the shadowing out of the jaunt if the light levels were too high BUT ALSO was the same proc used to heal them while in darkness.
This means that the shadowing could heal extremely quickly by moving back and forth while in darkness but only healing at a meager rate whilst being motionless in the darkness. So I separated the proc in two and only called the part that heals on process() as well as upping the damage healed for consistency's sake.
2020-12-07 13:05:30 -08:00
Qustinnus 8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Qustinnus 4650a5d7ee Sound Environments - Adds reverb and echo to rooms (#55333)
Jack and Style figured out that sound environments can be cancelled by setting some settings in Echo. By default audio has no reverb, but if a sound environment is selected in playsound_local it will become a reverb sound.

This makes every room sound a bit different. The only caveat is is that if you move into another room, Already playing sounds will transition into the new environment, which sounds odd.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-12-07 11:53:58 +02:00
Fikou aa9c58f1f8 Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
2020-12-06 23:47:12 -08:00
Jack LeCroy f66b0452a2 Fix nth week holidays (#55364)
fix: Holidays appearing on the nth day of the month like Thanksgiving will work now.
tweak: Columbus day is now called Indigenous Peoples' Day.
2020-12-06 17:29:04 -08:00
Fikou 3a73cd32a7 snow golems now have chunky fingers trait instead of noguns trait (#55342)
was i drunk when i coded that
basically they can now shoot guns that have a trigger guard golems can use
2020-12-06 00:53:21 -08:00
Ryll Ryll a2ed9324f6 Slimes no longer parse speaker names and sayverbs for orders (#55344)
So, on the Hear() proc, the 'message' argument is the fully composed HTML message, including the Urist McBeard says, " part of it. This means that if you or your sayverb have any of the slime order keywords when addressing them, they'll latch onto that as if it was your order. This PR makes it so they only listen to what you said.
2020-12-06 00:52:44 -08:00
NightRed 198ea3b575 base temp of gas mix (#55352)
When generating a gas mix with no temp provided the gas mix starts out at basically 0K.
This set this gas mix to room temp if no temp is listed in the gas mix string.

Nothing should start at 0K for temp, gasses being one of the big issue points.
2020-12-06 00:47:53 -08:00
Emmanuel S 29c518ab17 Cargo can now order empty supplypods through the express console (#54215) 2020-12-05 17:55:13 -08:00
IndieanaJones e5b40d30de Fixes Issues with Herald (#55242) 2020-12-05 19:54:39 +01:00
Qustinnus f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Tom 763a4d5710 fixes nanodrug unused sprite (#55300)
NanoDrug Plus has a distinct sprite to NanoMed Plus. It isn't used. This uses it.
2020-12-03 19:35:53 -08:00
zxaber 2a6c90a706 Fixes borg upgrades with action buttons being broken (#55305)
Fixes #55257
You can probably also currently install upgrades somehow stuck to your hand, and if so this would also fix that.
2020-12-03 22:54:38 +00:00
Coffee 2ddd7d994b Adds amputation shear suicide (#55308)
* part 1

* now works

* uhhuh

* and i oop

* snip snip

* SNIP SNIP

Co-authored-by: Coffee <crashkray@gmail.coom>
2020-12-03 17:20:33 -05:00
Jordan Brown 51ba68be76 Merge pull request #55268 from AutomaticFrenzy/patch/docs-from-github-wiki
Migrate some docs from the GitHub wiki into the repository
2020-12-03 11:17:06 -05:00
Jordan Brown 933e8e93a4 Update TGS DMAPI (#55323)
Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
2020-12-03 20:14:21 +13:00
ArcaneDefence b732848eb1 'cause it shouldn't happen (#55288) 2020-12-02 15:29:22 -05:00
Timberpoes 5d6e6e81ab Extends the IC chat filter to be checked in two major renaming procs (#55217)
About The Pull Request

Honestly, I'm not sure this is the... Correct solution? But people more familiar with this will likely show me da wae.

Prohibits creating names that can't actually be spoken in-character due to chat filters by adding CHAT_FILTER_CHECKs to the procs that handle sanitising them.

For admin-utilised renaming procs, they'll be given a simple alert box to warn them their chosen name contains words prohibited by the IC chat filter and be allowed to confirm or cancel out.
Why It's Good For The Game

If you can't speak the name IC, chances are the name shouldn't be allowed at all. Players may occasionally be forced to ahelp certain names because they contain words prohibited in chat filters.
2020-12-03 09:07:11 +13:00
LemonInTheDark 80e99f00f5 Fixes new players harddeling when the player logs out (#55295) 2020-12-02 14:41:55 -05:00
AnturK af4a88cbb6 Calms down the linter. (#55312) 2020-12-02 13:50:57 -05:00
Ghom 016ce6093c You can('t) whisper into comms in crit. (#54970)
* Stops critted people from speaking into the radio.

* Whitelist implementation and removal of unreachable/unused code.

* Woops.
2020-12-02 19:00:13 +01:00
Qustinnus 9c85aba400 Fixes newfood reagent transfer and food trash' to_chat (#55150)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-02 02:04:58 -08:00
Tad Hardesty 126df37863 Make unit tests visible to linter and IDE (#55270) 2020-12-01 23:17:02 -05:00
Bobbahbrown 35f005091a Revert "Removed jQuery from snowflake devices" (#55272)
* Revert "Removed jQuery from snowflake devices (#55090)"

This reverts commit ee47cb5289.

* linting SUCKS
2020-12-02 05:46:41 +02:00
ArcaneMusic a248f92658 Luxury shuttle scanner gate bugfixes and improvements (#55107)
Oh man this one took me a hot second.
Luxury Shuttle gates now do the following:

Respect simplemobs dragging through credits so they can be considered legitimate passengers.

Respect vehicles and by proxy mechs so that you don't block the narrow causway into the shuttle. Entering the gate with cash will add both yourself and the vehicle to the whitelist. Entering the gate in a whitelisted vehicle, but without paying yet will throw angry buzzing at you as expected.

The shuttle will only take the correct credit count now, or at least provide the correct change.

The scanner is now invincible as it LITERALLY only exists on a roundend shuttle.
2020-12-01 10:40:03 -05:00
Tad Hardesty 70e468b891 Merge branch 'master' of https://github.com/tgstation/tgstation into patch/docs-from-github-wiki 2020-11-30 21:25:43 -08:00
TiviPlus de7994c0f7 Init sanity unit test (#55147)
https://github.com/tgstation/TerraGov-Marine-Corps/pull/5326
Stemming from 
https://github.com/ParadiseSS13/Paradise/pull/14770

Basically it just checks for bad initialize calls
2020-11-30 17:15:11 -05:00
ArcaneDefence 597a4aa6b6 Fixes Nar'Sie rune erasing bug (#55123) 2020-11-30 13:54:05 -08:00
ATH1909 6cf64a54b1 Makes the usage of force_threshold in the attackby() proc for simplemobs consistent with the way it's used everywhere else (#55023)
## About The Pull Request

Namely, this means that a simplemob's immunity to melee attacks of force X or lower now accounts for that simplemobs damage multipliers to various damage types. It also means that simplemobs with a force_threshold of X are now immune to melee attacks of force X or lower, not melee attacks with a force less than X (<= vs. <).

## Why It's Good For The Game

**tldr;
This make the code for simplemob "your stick must be this strong to deal damage" thresholds more consistent.**

Xenomorphs, xenomorph larvae, barehanded monkeys, slimes, and simplemobs in general all multiply the damage of their attacks by the relevant damage resistance multiplier BEFORE checking it against the force_threshold of the simplemob they're attacking, and also check to see if their damage is <= the force_threshold of the simplemob they're attacking (instead of requiring it to be strictly < the force_threshold of the simplemob they're attacking).

As for balance concerns, while this will affect juggernauts *slightly* (as they'll now be immune to force <= 10 melee weapons instead of just force < 10 melee weapons), I'm not too worried about that. What I _am_ worried about is blobbernauts, who, after this change, will be immune to brute melee weapons of force 20 or lower (due to their 0.5 brute damage multiplier). You will, of course, still be able to welder them just as effectively as you could before, but I'm worried that this could make blob-aligned blobbernauts even stronger than they already are.
2020-11-30 13:00:08 -05:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Ghilker 19010c9d43 make gas selling use elasticity (#55192)
Fix gas selling never use diminishing returns
2020-11-30 12:19:41 -05:00
Timberpoes 7fd363f990 Fixes oversight where pAIs are not able to select headset radio channels from encryption keys (#55215)
pAI integrated headsets are the only headsets that don't have `subspace_transmission = TRUE` - Ordinarily they're not able to install encryption keys, so this isn't necessary or useful to them.

However, selecting departmental channels based on the installed encryption key is a function locked behind `subspace_transmission = TRUE` and I think the fact this flag isn't set when the pAI installs its encryption keys upgrade is most likely an oversight.

This should fix all issues where pAIs get fancy encryption keys like Captain ones, but are unable to utilise any frequencies except the default ones that come pre-enabled (such as the Cap key coming with only Sec/Command enabled and having all others disabled).
2020-11-30 12:14:48 -05:00
Jared-Fogle 3c7e7f1f21 Fix the implosion compressor runtiming when the bomb is too weak (#55231)
Previously, the implosion compressor would runtime when the bomb was too weak due to a badly ordered QDEL_NULL. Now, it properly returns the message.
2020-11-30 12:12:47 -05:00
WarlockD ee47cb5289 Removed jQuery from snowflake devices (#55090)
* Removed jQuery from snowflake menus

* Update code/modules/admin/verbs/beakerpanel.dm

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2020-11-30 17:53:23 +01:00
Ghilker 5d76efe40e More HFR fixes (#55203)
- Refractor HFR core from binary device to unary device to fix issue with cooling not properly connecting, that was deleting gases when tryed to use (only one port cooling now similar to a Thermomachine)
- Small fix of GUI data where two vars were inverted
2020-11-30 18:53:03 +02:00
Bobbahbrown 24e447418a tgui: Round Gauge (#55230)
This PR introduces the wacky round gauge for showing all of your favourite metrics in half-circle format. Show off those wacky numbers, use some scary blinking lights, feel alive!

I've also gone ahead and included this in the canister and tank (think internals) UIs. I've also done some refactoring of data sending from canisters because GOSH DANG it required some.
2020-11-30 18:48:52 +02:00
Tad Hardesty eb895036cf Add "Important Types" info from neersighted's "Common Variables and Functions" 2020-11-29 23:13:09 -08:00
Tad Hardesty 8cc90f06ef Add Mothblocks's unit test documentation and guide 2020-11-29 22:46:38 -08:00
NightRed 52c1d15fa6 Tweaks to temperature code (#55216)
This is a small tweak that makes skin temp raise up faster when cold in response to ice moon being harder.
This also makes a change to mobs in statis beds no long hold bed temp in some quantum lock but stops the natural stabilization. This means that is you put a frozen/superheated mob on the floor or a statis bed they will balance tot the room temp over time. The mob is not physically separate from the room in a statis bed and all life functions are still suspended.
2020-11-29 23:04:59 -05:00
NightRed 62c211dac7 Cryopod cooling fix for humans (#55221)
The core temp was meant to be cooled separately through the skin in cryo pods, but on inspection that interaction was skipped.
This makes the core temp match skin temp in a cryo pod.
2020-11-29 23:04:40 -05:00
Ryll Ryll fff8b51037 Changes the discord verify command from .verify to ?verify
This stops it conflicting with an existing set of commands that are for fun usage
2020-11-30 09:28:26 +13:00
Ryll Ryll 72e7305400 the flight plans filed with the agency lists etc etc (#55214)
Someone reported an issue on the discord where, since BYOS shuttles now have shuttle computers, they can now be hijacked partially or completely before it's actually time for evac. This has been confirmed as unintended behavior by anne, who submitted the hijack rework port, so this PR fixes that by requiring the shuttle to have at least "docked" before the ability to hijack it is available
2020-11-29 13:02:52 +00:00
Ryll Ryll 5e878f504c Kills the quickswap shortcut (#55209) 2020-11-28 23:58:20 -08:00