Commit Graph

686 Commits

Author SHA1 Message Date
SteelSlayer d4005b2170 Label component code fixes (#49855)
* Label component additions that should have been included

updates comments

forget this

* fix spelling mistake

* I suck at spelling

Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
2020-03-11 15:30:17 +08:00
spookydonut beca456c0f Add new lints (#49751)
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2020-03-09 22:13:48 -07:00
ShizCalev c3ebb6f135 Merge pull request #49747 from tralezab/patch-84
caltrops damage you after they send a visible message
2020-03-06 21:44:11 -05:00
ShizCalev 4c846ff6e2 Merge pull request #49742 from nightred/offhand-issue
Off hand item drop fix
2020-03-06 17:41:16 -05:00
nightred baf9ef3e19 one more useless check removed 2020-03-06 09:49:50 -06:00
nightred 695fec66c2 remove some TK checks that are dead 2020-03-06 09:47:53 -06:00
Ryll Ryll f9963454db Adds tackling (VIDEO INSIDE) (#49476)
* huthtuthuthuthtuhtuthuthuthuthtuthuthuthtuthut

* documents and expands, adds new glove types

* Adds slamming into tables and neatens up throwingdatum handling (+stuff)

* bit less squishy

* adds sprites, offbrands, swaps most combat insuls for tacklers

* adds dolphin and rocket gloves to BEPIS

* changes dna to traits, buffs tackling

* same as last commit but moreso

* updates docs, nerfs stuns

* vending machines, better docs

* window tackles for good measure

* gets window splats working

* polish off

* LAST DAY OF SCHOOL
2020-03-06 11:17:52 +08:00
tralezab 211f219995 woop 2020-03-05 15:03:00 -08:00
tralezab a7259a7d7a words before damage 2020-03-05 15:01:26 -08:00
nightred e2f03055a9 oh lets not make a loop that was bad 2020-03-05 12:25:38 -06:00
nightred 944fe34d80 telekinesis checks for held object 2020-03-05 12:22:55 -06:00
nightred 5f0cf09967 Off hand item drop fix 2020-03-05 08:56:06 -06:00
spookydonut 50058b9a1f Adds the label component; Small tweaks to the hand labeler (#49700)
* Adds the label component

* switches to using RegisterWithParent / UnregisterFromParent

* Adds docs. Change Destroy() to qdel(src)
2020-03-05 21:33:29 +08:00
Qustinnus 4b2a8aebe5 [READY] Meat material & material datum turf support (#49402)
* temp

* meatwalls

* more

* adds sheetifier

* fix

* two

* mat texture + 4dplanner admin (#21)

* mat texture + 4dplanner admin

* keep together trait

* counter instead of trait

* finalizations

* woops

* fixes

* oopsie

* only set starting keep_together if necessary (#24)

* keep together as trait again

* remove false comment

* doc for TRAIT_KEEP_TOGETHER

* remove needless scoping

Co-authored-by: 4dplanner <3combined@gmail.com>
2020-03-04 23:18:08 +08:00
nightred 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
Ryll-Ryll b02b2e4e6e fixes harmless embeds doing jostle messages 2020-02-29 06:29:45 -05:00
nemvar e13eec92a3 Renames status to sanity (#49553)
* Renames status to sanity

* Update code/datums/components/mood.dm
2020-02-25 19:15:04 +01:00
Time-Green e114d67d02 kills all reac bugs with the power shame (#49504) 2020-02-25 16:16:22 +01:00
ArcaneMusic 94f27c7b25 [READY]Arconomy: Sales Taggers, split profits on barcoded, sold items! (#49111)
* Startwork

* "Arcane: Everything works up until the export datum bullshit"

* I got up to "Split Profit" in "sell object"

* This is when I switched over to components and it STILL doesn't work

* alright stopwork for the 'night'

* So this is the version that crashes

* One step further in my descent to madness.

* Alright, this should be working (Minus maybe profit_split)

* Alright splitting up custom sales splits is broken right now.

* Profit split works now.

* Alright what the hell is going on here.

* Revert "Alright what the hell is going on here."

This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.

* Oh wait, I can do commit messages through VSC?

* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal

* Added shipping box to all maps and the service/cargo lathes.

* Fuck you mapmerge hook you ain't shit

* Alright, yet another take of making it get rid of the pricetag

* [3:43 PM] oranges: anturk is smart (This is true)

* Tested, cleaned up component procs,  and limits signals sent a bit.

* Whoops

* Other comments from Ninja over discord

* Left in a comment line.

* Fixes the issue with ind. barcodes, adds examine.

* Well thank GOD the children wern't there to see it

* Adds a do_after to prevent accidents.

* Fixes merge conflicts

* Fixes merge conflict. Twice in one day.

* Fixes merge conflict.

* one tiny bit of documentation

* Travis play nice.
2020-02-25 20:42:01 +08:00
spookydonut cea5360e4b Updates codedocs with links (#49497)
About The Pull Request

Updating the best written documentation with the new linking feature.
2020-02-25 08:17:45 +13:00
spookydonut 1a9ddbee5f Merge pull request #48959 from Ryll-Ryll/embeddead
Refactors embedding, adds harmless embeds, sticky tape, admin buttons to make everything embeddable
2020-02-24 15:43:36 +08:00
Ryll-Ryll 6d379bf62b fixes a few bugs 2020-02-24 01:09:36 -05:00
Ryll-Ryll 33d2628c34 spacing and correcting comments 2020-02-23 07:03:01 -05:00
Ryll-Ryll 7e384752e6 moves topic, cleans code, adds sticky tape to maint loot 2020-02-23 06:50:18 -05:00
Unit2E 488cf996b9 headset uplink code is weird and this fixes a null 2020-02-23 03:17:15 +01:00
Ryll-Ryll cb3b82bdc1 lets you update embedding behavior, also makes red pens faster 2020-02-22 02:15:19 -05:00
Unit2E 230d343686 Adds owner of uplink to logs. 2020-02-22 05:19:57 +01:00
Unit2E b73fddfb28 adds logging for uplink horribly. 2020-02-22 04:04:27 +01:00
spookydonut 6401ba5708 Merge pull request #49421 from ShizCalev/define-cleanup
Cleans up redundant math defines
2020-02-20 19:32:36 +08:00
TheVekter 572be45c12 Adds the Vibebot (#49251)
* Adds the Vibebot and associated files

* Refactored code

* Further code fixes

* Fixed UI issue

* See last commit

* god why

* Fixed bug related to color priority
2020-02-18 08:25:02 +01:00
Ryll-Ryll 8566aa8d60 still gotta figure out how to update embedding stats on the fly 2020-02-18 02:06:35 -05:00
Ryll-Ryll 1fae3d4c22 new beginnings 2020-02-18 02:06:35 -05:00
ShizCalev 7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
JJRcop a1392847bd Remove ismovableatom macro (#9) 2020-02-17 15:03:16 +01:00
Time-Green 980837fc79 PLUMBING: Lavaland geysers, pumps and regrettable balance decisions! (#49067)
Implements the geysers and pumps I originally added along with the first draft of plumbing.

Geysers
A geyser can be plungered with a reinforced plunger to activate. At wich point, it'll either produce clf3, hollow water, protozine or rarely wittel.

Pumps
Adds the liquid pump to the plumbing RCD. Place on an active geyser and wrench it to start pumping the geyser of its delicious juicess. I also changed it to not use power, because it would be awful drawing kilometer long wires along with the ducts.

Chems
Hollow water works basically like blood and mutage, where you can mix it with 1 unit of holy water for more holy water.

Protozine has a .2 healing, down from omnizine's .5. The healing is just kind of a side thing and not really what this chem was implemented for.

If it wasn't obvious, this allows chemists to industrialize strange reagent creation, with hollow water being able to create limitless holy water alongside protozine being a valid replacement for omnizine. Getting 2 geysers with those chems and on lavaland is quite the hassle, and you still need to get some holy water from the chaplain as kickstarter. I honestly think this is fine, and otherwise I could add a unique botany catalyst, so they don't become useless in the process.

Wittel
Adds wittel, wich is rare. Does nothing, but can be processed into two fun/regrettable chems.

Adds gravitum. Metabolizes very slowly. Drinking it makes you weightless, and spraying it makes that object temporarily weightless. Make 10u by mixing 1 wittel with 10 sorium

Adds metalgen. Created by mixing it with mutagen and bluespace powder. Must then be mixed with 40u of a powedered material and 1u of liquid dark matter.
The material used becomes imprinted on the chem. It can then be applied to anything, except mobs, to turn it into that material. Radiation is bad, and no you can't turn the nuke into plasma to blow it up.
The chem is difficult to get and use, but it can turn the escape shuttle into solid gold wich looks really cool. You could also turn it into plasma and vaporize everything. It can be used to, with some effort, duplicate materials.

🆑
add: Adds geysers to lavaland! They can be activated by using a reinforced plunger found in the medical vendor. They can be harvested by using a new plumbing device, magically powered liquid pumps!
add: Adds Hollow Water to geysers, wich can be combined with Holy Water as catalyst for more Holy Water
add: Adds Protozine to geyers, a very weak version of Omnizine. Can be used in Strange Reagent mixing
add: Adds Wittel, a very rare geyser chem. Can be processed into gravitum, wich removes gravity. Can also be processed into metalgen, wich has a strange tendency to transform objects into the imprinted material.
/🆑

Why:
This is what I originally wanted to do. The idea was to have a lot more chems, but I can't focus on one thing for that long. Hopefully this'll empower the bored chemist and make the rounds just that more interesting. Hopefully this'll spark the creation of some other geyser chems aswell.

That and makes shaft miners not the only ones hunting on lavaland.
2020-02-17 21:33:19 +13:00
Emmett Gaines 9e34b3d6a1 Supports named arguments in AddComponent and AddElement (#49098)
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.

InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.

As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
2020-02-17 17:57:52 +13:00
nemvar b7134336d7 Fixes the unstable quirk (#49309)
* Fixes mood 100% super duper for real this time

* fixes mood for real, removes a bit of convoluted code.
2020-02-12 19:01:04 -05:00
AnturK e40e22da6b Another runtime fixes batch. (#49209)
* Slime gland runtime fix.

* Logout ahelp logging runtime.

* Crafting non-items runtime.

* Turret building runtime.

* spacevine runtime.

* forcesay runtime fix.

* One less var
2020-02-10 10:50:36 -05:00
Emmett Gaines ece3c04ca3 Fixes an issue where you could unregister someone else's signal (#49224) 2020-02-07 19:46:41 +01:00
Dennok d49b9c369d nanite shock protection respect (#49154)
now other sources of shock protection protect nanites
2020-02-07 11:43:51 -05:00
Fikou 8deeceefb6 [READY] Adds rideable Goliaths (#49003)
* adds rideable goliaths

* stamding on the emdge

* plems work

* this should be it

* FUCK YOU TRAVIS

* primal friendly

* ok athath buddy

* mmm grayons

* sprite gang

* placeholder sprite, works till someone makes a new one maybe haha

* lets do this

* An object tames a monstrous beast somehow. More news at 5.
2020-02-07 17:00:07 +01:00
Jordan Brown ce9577663a Merge pull request #49173 from ninjanomnom/material-lazy-init
Makes the global materials lookup lazily initialized
2020-02-04 11:05:59 -05:00
Qustinnus 48de09b7a4 Edible component; be gone vile organ code (#48596)
* component

* progress

* stuff

* Makes minor progress on edible component

* Finishes component and applies it to organs

* newline

* forgot to send signal

* domob addition

* wave that organ flag

* return adde

* fixes some minor issues

* fixes

* done

* done

* done

* added last one

* done

* done

* fix
2020-02-04 01:05:55 -05:00
Emmett Gaines 2cf7728494 Removes the bitflag helpers (#49106) 2020-02-03 16:26:00 -05:00
Emmett Gaines ab3a127295 Makes the global materials lookup lazily initialized 2020-02-03 10:17:13 -05:00
Time-Green 8ecbacc002 fixes item reactions breaking plumbing (#49088)
🆑
fix: fixes reaction chamber breaking with flour-like reactions
/🆑
2020-02-01 20:49:34 +13:00
blessedmulligan 54dc879f19 Cyborg spin throwing now depends on intent (#48891)
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person.

WHAT THIS ACTUALLY CHANGES:
Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance.
Why It's Good For The Game

This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy.
Changelog

🆑
add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person.
/🆑
2020-02-01 20:30:57 +13:00
81Denton 0a7e819b07 Merge pull request #48882 from XDTM/BepisProgramsPartOne
[Ready][Ready]Adds the Nanite Replication Protocols node to BEPIS
2020-02-01 08:05:00 +01:00
81Denton 14abd06e81 Merge pull request #48779 from Fikou/patch-94
you can only slice aggressive grabs or higher now
2020-02-01 07:58:51 +01:00
Mickyan 4ec3f952f0 proper fix 2020-01-30 20:26:48 +01:00