Commit Graph

13 Commits

Author SHA1 Message Date
XDTM 3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00
ShizCalev 89752866aa Merge branch 'master' into spellcheck 2018-06-26 16:43:41 -04:00
Tlaltecuhtli fad28854d3 fixes tourettes being cancer (#38682)
Prevents tourettes from stacking
2018-06-25 21:20:10 -04:00
ShizCalev ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
ninjanomnom d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
Qustinnus 4911991f70 [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
2018-03-18 19:48:50 +13:00
Qustinnus 5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00
PKPenguin321 d1c1a28128 adds italian moustache that makes you italian (#35426)
* makes the moustache make you italian

* Revert #34916

* fixes travis i think

removes duplicate replace

* puts the mask on by default, undoes dynamic-a speech-a

rip

* removes unneeded varedits

saves 2 lines woo
2018-02-08 15:29:23 -05:00
Ordonis b96f8aeb6c Mamma-mia! Adds-a the Italian-a language! (#34916)
* Mamma-mia!

That's a one-a spicy meatball! The first of many spicy meatballs!

* I have-a returned from the exile and fixed-a the things people asked-a for!

Includes changing sec so that not every word with sec in it will end
with problems. Uses resident italian advice to make minor edits. The
chef is now mario-tier of not-italian.

* Adds-a the mutation code and-a calls it for the cook at roundstart

Mamma-mia whoever named-a the CLOWNMUT and-a made it a #define trolled-a
the hell out of me-a! It was like-a chasing an actual-a clown!

* Actually bothers to upload the trait definition

Lesson gained: Save all, all the time.

* Case sensitive fun whee

Someday I'll learn to build first

* IT COMPILES-A

Fucking finally.

* Small addition that was left out and attempting to merge resolve the odd DME change

I never actually edited the dme in any way, only dm files; I think I
just haven't updated the master recently, so the exe is in a different
place than the repo. Don't expect this to compile.

* Fixes .dme to match with master

If this doesn't work I'll start reverting to the last version that didn't throw a fit.

* Commit to get travis to recheck

.dmm should be fixed, so this needs rechecking. Also, adding wine
replacement.

* The pizza, she is a-ready to share-a with the people!

Fixes a lot, does as much sanitization as is possible so that words like
insect don't become inpoliziact or similar.  For some words, punctuation
may be displaced by the final space necessary to keep normal words from
running into eachother.  This part, at least, is done.
2018-02-06 22:59:37 +13:00
XDTM 5a08a3aad0 Extends the disability refactor to include more traits, removing some snowflake code (#34664)
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk

Notable changes:

    Fakedeath now updates instantly, instead of waiting for the next life tick.
    Fakedeath now sets time of death when acquired.
    Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
    Hulk no longer overrides status_flag changes, in case there are any.
2018-01-25 09:12:44 +13:00
Ian Turk c7f00fb44c Prefixed all disability defines with DISABILITY to fix name collision with BYOND built in BLIND define 2017-12-22 23:49:41 -06:00
XDTM 146d167189 [Ready Again]Refactors disabilities into lists, allowing for independent disability sources (#33055)
* Refactors disabilities into lists, allowing for independent disability sources

* defines

* Xhuiiiiissss

* living

* did that

* adjusted for traumas

* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.

* makes antur happy
2017-12-18 22:20:07 +01:00
Ashe Higgs b6741caf7d Splits mutations from mutations.dm into a subfolder, /datums/mutations (#33079)
* Splits mutations into different files

* Forgot about you

* Hey!
2017-11-26 15:53:36 -05:00