Commit Graph

13974 Commits

Author SHA1 Message Date
Ghom 4c31b0e116 CanUseTopic() refactor. (#54747)
* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.
2020-11-25 13:12:12 +01:00
prodirus e83ae87461 Fixes chem and addiction scans, null checks for addiction_list (#55105)
So #54797 changed addiction_list to instantiate as a null instead of a list. Turns out a few things relied on the list existing!
Things like health analyser/medical kiosk chem and addiction scans broke, and smokers would no longer get addicted!
Made a few places check if addiction_list is null before continuing.

(Lemon's note, refactored some code to make it cleaner/removed some unneeded loop typechecks)
2020-11-24 22:43:51 -08:00
NightRed fb51b24d21 Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
2020-11-24 22:37:36 -08:00
ArcaneMusic bf39caca6a Refactors Pastries into newfood. (#54996)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@hotmail.com>
2020-11-24 16:18:10 -08:00
Arkatos1 1633a13609 tgui: Safe (#55109)
This PR refactors safes and brings their UI from html to tgui based on the PR above.

Paradise has more features for safes than us, and these features were not ported along to accommodate feature freeze. Only our current safe features settings were refactored, for example number of tumblers stays 2, no extra safe information on examine and safe codes are not generated on paper for command.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-11-24 18:07:08 +02:00
Bond eab04c0631 Fixes PDA bombing have equal chances to work on PDAs without manifest access vs PDAs with it (#55036)
* Makes extra difficulty actually work

0

* Actually fixes it as of what Fikou suggested

* no space, sorry

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-11-24 18:21:39 +08:00
ArcaneDefence e64267f3ac path funeneee (#55119) 2020-11-24 17:53:05 +08:00
Ryll Ryll 1f1bddfe4f Foam darts and other unembeddable bullets will no longer leave ghost shrapnel (#54994)
Projectiles are assigned the ability to try embedding by the presence of a shrapnel_type variable being set on them, whether or not they actually have a set of embedding stats in their embedding var. By default, children of /obj/projectile/bullet have a shrapnel type set to a generic embedded bullet item, including things like foam darts and lollypop projectiles which shouldn't be able to embed (and certainly not embed as a bullet). While they had their embedding vars set to null, they still had their shrapnel_type set to the embedded bullet type, meaning shooting a person with a dart gun or whatever would leave a failed shrapnel item on the ground where they weren't supposed to.

This fixes that by requiring both a defined shrapnel_type AND a defined embedding var for the embedding stats. Any projectiles without both won't be able to try embedding. I also manually put 'shrapnel_type = null' on any bullet subtypes with embedding = null just to be safe and for consistency.
2020-11-23 19:35:04 -08:00
Qustinnus 41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
ArcaneMusic 72aafb5f72 Makes it so living crate creatures can pass plastic flaps as god intended. (#55088) 2020-11-23 11:43:26 -08:00
Ghom 2bd9aca8b6 Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783) 2020-11-23 13:27:18 -03:00
ArcaneMusic be611e4917 Salt the earth of these god damn gym lockers (#55081) 2020-11-22 20:06:09 -08:00
spookydonut 0383c19ac2 Minor refactor to signal handlers to remove potential sleeps (#54649)
About The Pull Request

These are legacy sleepers, the remaining 12 are non-trivial to fix.
2020-11-23 09:49:12 +13:00
ArcaneMusic 245b29599a Properly differentiates the nanodrug and nanomed vending machines. (#55069)
This repaths the nanodrug and nanomed vending machines, as well as visually tweaks the nanodrug vending machine from the nanomed vending machine, in order to
A) Fix the correct vending refills working on the correct vending machines.
B) Not make 2 different vending machines with different contents sell look identical.

Allows for visual clarity between 2 distinct, different vending machines. I got lazy and didn't do it the first time, and now they've been confusing players, apparently.
Additionally, makes them actually deconstruct able and constructible as a result of the fix to the circuit board.
2020-11-22 10:25:24 -08:00
Fikou 17d7d2d0df moves dough to newfood (#55039)
* moves dough to newfood
2020-11-22 02:01:58 -08:00
Ghom 7d64a94ec9 Fixing a 18.18% chance of gibs streaking 50 tiles away. (#55035)
* Fixing a 18.18% chance of gibs streaking too far away.

* ascended bug, not a new feature. :rolleyes:
2020-11-20 19:01:20 +08:00
tralezab 3c1f235e9f AIs can now select portraits as their display (#53994)
A new option has been added to the AI display radial menu alongside random, "Portrait"

It opens a small menu that lets you peruse all of the portraits and select one as your display.

This can let avid artists draw exactly what they want their AI to be like, and not-so-avid artists to bring tears to my eyes.
2020-11-20 05:37:08 +02:00
wesoda25 23197a58ab Makes ladders craftable (#54485) 2020-11-19 15:11:15 -08:00
Qustinnus b713fa1bc3 moves misc food to newfood code (#54788)
misc food is now using newfood code
2020-11-18 12:20:47 -08:00
Null eb262b15f0 Scalpel can now cut pizza. (#55012)
Enables scalpel tools to cut pizza. Consolidated a bunch of pizza-specific `MakeProcessable` proc defines that were just copy+pastes of each other.
2020-11-18 13:11:20 -05:00
Ghilker f8581a636a Hypertorus Fusion Machinery (#54379)
This PR removes fusion from reactions.dm and add the Hypertorus machine and its new and improved fusion reaction (results may vary).

Fusion is one of the most costly reactions from the atmos system, is one of the most complex and yet most simple ones; this will move fusion inside a buildable machine and it will allow a degree of complexity that can't be done inside react()
2020-11-18 15:44:39 +02:00
ArcaneMusic d8f5fcd9fd Food processors and microwaves now respect food trays (#54927)
Really it's a bandaid as it would be better to wait until the refactor is done, but it turned out to be a rather easy fix.
Food trays may now once again mass insert both new and old food into the microwaves and food processors.

Prevents any manual handing when cooking large quantities of food at once.
Also, you get the switch gathering mode button when being given the serving tray again.
2020-11-18 00:33:27 -08:00
ArcaneMusic b918c05de4 Spraycans now consume charges in the right order when spraying graffiti. (#54929)
Spraycans now check the cost of placing down a new spray before performing the do_after countdown, then uses the charge immediately after the do_after is completed.

Spraycans should check and only use a charge AFTER their cooldown timer is complete.
2020-11-17 12:17:54 -08:00
Ryll Ryll 9b62c86f4d Fixes disabled limbs from compound fractures, only robotic limbs can be disabled by pure damage now (#54922) 2020-11-16 14:54:32 -08:00
NightRed 5be988ff9e Reverts metabolism on stomachs, keep them as important to eating (#54632) 2020-11-13 19:28:55 -08:00
ArcaneMusic 816fe2e1e3 Arconomy: Amputating the Invisible Hand of Income. (#54161)
* Final Stage Capitalism.

* tweaks.

* Got overzelous in my fervor for blood

* well, this now has my full attention.

* Whoops missed a <<

* fixes issue because there were changes I missed

* Cobby: Departmental income is static.

* Whoops

* Various high cost premium prices and a few custom_prices have been adjusted to better suit the lack of income. Code cleanup on income so they're all in-line with cargo.

* First, this has been atomized out.

* UI is now fixed as god intended.

* Actually no, this is dynamic now. No more confusion.

* Conflicts fixed.

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>

* tgui recompile.

* Hopefully aquires that green checkmark.

* --fixes the spacing.

* var cleanup and departmental budget assignment cleanup.

* merge conflict fix

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-13 16:32:09 -05:00
ArcaneMusic 5338ad1696 Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover
2020-11-13 16:17:22 -05:00
ATH1909 80882a53a8 fixes the flags of some shocks (#54906)
## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.
2020-11-13 13:23:23 -05:00
ArcaneMusic b343e94113 Pies are now refactored for new foods. (#54751)
Moves over pies to the newfood typepaths, as well as the few select pie slices.

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-10 12:34:09 -08:00
Ghom 91bfedcd16 Refactored 'IsAdvancedToolUser' into a macro plus relative trait. Tweaked 'can_hold_items'. (#54665)
The PR aims to allow advanced tool users to be defined by traits rather than a hardcoded proc.
Also necessary for the CanUseTopic refactor I'm working on, which will be PRed separately for atomization purposes.
This PR also fixes an inconsistency with can_hold_items (since monkeys can actually hold items).
2020-11-10 15:15:31 -03:00
Ghom ede1358f78 Beauty component improvements. Two new fantasy component prefixes (#54622)
Title. Changed the component backend code slightly to allow a single component to hold the total score instead of spawning new components. This should fix cases, such as material stacks without the MATERIAL_NO_EFFECTS flag, where multiple set_costum_materials calls can be made and new beauty components spawned.
2020-11-10 15:08:32 -03:00
TemporalOroboros 4b4363be15 Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
    Fixes greyscale floor tiles voiding materials when splitting the stack.
    Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
    Fixes greyscale tile flooring being created with the wrong amount of materials.
    Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
2020-11-10 14:13:01 -03:00
IndieanaJones 0279109cf9 Spider Rework (#54451)
Spider refactor and hostile animal stamina changes.
2020-11-10 15:31:08 +01:00
Ghom 89c4da86f4 Fixed inconsistencies with the extradimensional blade nullrod. (#54868) 2020-11-09 09:16:47 -03:00
Ghom 76cd884ed5 Poker table dismantling now respects carpet subtypes (#54869) 2020-11-09 08:47:30 -03:00
TiviPlus 9fb0c73f63 Grep for proc(var/bad) (#54848) 2020-11-09 08:44:35 -03:00
TemporalOroboros edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
Qustinnus 51466a6c4a The clown PDA now has in-built comedy detection for when something happens to the clown and plays a fitting sound. (#54695)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-11-08 16:45:30 -08:00
Yenwodyah 62311ee1a8 Fix royal alien pixel offset, change getter to variable (#54706)
Fixed a bug where royal aliens would have their base pixel offset applied twice, making them off-center (https://i.imgur.com/BtspaM0.png)

Changed the mob/living procs get_standard_pixel_x_offset() and get_standard_pixel_y_offset() to variables (body_position_pixel_x_offset and body_position_pixel_y_offset), to match the contribution guidelines.

Also corrected a few random things that weren't using base pixels but should have been.
2020-11-09 12:26:31 +13:00
Jared-Fogle 477d97647e Move death(), gib(), and dust() from /mob to /mob/living (#54810)
These have no reason to exist on /mob, where they noop for any nonliving.
2020-11-08 10:32:04 -05:00
Winter Flare 17dc39d120 Easier Medipen Identification, Medipen Box (#54698)
* Medipen Differences

Adds a box for medipens, and gives each of the "common" pens a new look.

* Adds medipen box to craftables.

* Lighter first aid pen.
2020-11-07 19:48:18 -05:00
ArcaneMusic 977c67edf9 Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered. (#54749)
* Oh right the commit

* Removes snowflake pathing for alien resin window.

* Missed one.

* Actually this whole map is just a var-edit hell
2020-11-07 21:27:16 +01:00
necromanceranne f3fdb19c60 Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.
2020-11-06 22:45:20 -08:00
Timberpoes 3f0d356cee Fix runtime with RPD unwrenching. (#54773)
[01:44:12] Runtime in RPD.dm, line 392: Cannot read 1.type

/obj/machinery/atmospherics/wrench_act can return a boolean instead of an object under the following scenarios:
You cannot unwrench the machine.
You can unwrench the machine, but use_tool later returns FALSE instead of TRUE.

use_tool can fail when you stack wrench_acts ontop of eachother. The first wrench_act will work as expected and return the deconstructed version of the pipe, all other stacked wrench_acts will have use_tool fail and will instead just return TRUE.

This PR prevents stacking of wrench_act-based do_afters and guards against unexpected runtimes by CRASHing when wrench_act returns something unexpected.
2020-11-06 21:24:29 -08:00
Rohesie 71455dcb1c Non-human mobs can now benefit from held id cards and economy. (#54647)
* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo
2020-11-07 01:28:05 -03:00
Ghom 2fb34c1ca8 Fixing GBJ cases where the disposal holder is forcemoved outside a pipe. (#54643)
Title. Also turned movable/pipe_eject() into a comsig, since it was used only for gibs.
2020-11-07 01:26:31 -03:00
ArcaneDefence 529757d68c Adds record of toilet combat (#54836)
Logs a direct method of dealing damage to a person that wasn't logged previously
2020-11-06 22:56:30 -05:00
LemonInTheDark 1ff673db0d Fixes catwalks smoothing with lattices (#54829) 2020-11-06 22:46:08 -05:00
ATH1909 cd59bbdf4a Fixes being able to commit suicide with an UNREAL SORD (#54831)
The UNREAL SORD null rod form's suicide_act() now closely matches the suicide_act of an actual SORD.

For reference, an actual SORD's suicide_act() is:
```
/obj/item/sord/suicide_act(mob/user)
	user.visible_message("<span class='suicide'>[user] is trying to impale [user.p_them()]self with [src]! It might be a suicide attempt if it weren't so shitty.</span>", \
	"<span class='suicide'>You try to impale yourself with [src], but it's USELESS...</span>")
	return SHAME
```

And the UNREAL SORD null rod form's new suicide_act() is:
```
/obj/item/nullrod/sord/suicide_act(mob/user) //a near-exact copy+paste of the actual sord suicide_act()
	user.visible_message("<span class='suicide'>[user] is trying to impale [user.p_them()]self with [src]! It might be a suicide attempt if it weren't so HOLY.</span>", \
	"<span class='suicide'>You try to impale yourself with [src], but it's TOO HOLY...</span>")
	return SHAME
```
2020-11-06 22:45:27 -05:00
LemonInTheDark 0bfc602499 Merge pull request #54798 from Ghommie/Ghommie-tg38
You can now unbuckle others from the toolbox training machine with altclick. (Lemon: Cleans up some issues with remote toolbox removal too)
2020-11-06 12:16:43 -08:00