Commit Graph

113 Commits

Author SHA1 Message Date
ACCount 40699a8aea [READY]Refactors reagent container types (#33470)
* Replaces a bunch of manual OPENCONTAINER checks with helper procs

* Removes unnecessary vars

* Updates reagent bitflags, adds some new ones

* Replaces most of the is_open_container calls with more specific ones

* Puts new AMOUNT_VISIBLE flag to use

* Uses new helper procs in more objects

* Standardizes chemicals logging

* De-snowflakes two more checks

* Fixes

* Minor fixes and improvements
2017-12-18 22:55:01 -06:00
vuonojenmustaturska a162837faf Replaces a bunch of loc assignments with forcemoves and moves to nullspace (#33465)
* big batch of loc assignments

* Update emergency.dm

* Update spiders.dm

* Update parrot.dm

* Update ripley.dm

* Update firealarm.dm

* seems to work

* this maybe works?

* brainmemes, again

* stuff

* fix brainmob, camera runtimes
2017-12-13 20:56:39 +01:00
kevinz000 89b7b65efe fixes stuttering being too long 2017-10-29 00:49:27 -07:00
ninjanomnom 52d45cf0e8 makes thermite a component 2017-10-26 01:55:37 -04:00
Emmett Gaines 79a39a5b9e Showers clean contamination and make sound (#31773)
* fucking showers

* cleanup
2017-10-19 10:28:21 +02:00
Jordan Brown b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
Jordan Brown 5d761b845b Fixes wash_obj misuse (#30658)
* Fixes wash_obj misuse

* This too

* Ree

* REEEEE
2017-09-13 18:31:22 -05:00
pubby 146e12f19b Make puddles not destruct into metal (#30381)
* Make puddles INDESTRUCTIBLE

* Puddles are not invincible but they aren't metal either.
2017-09-04 17:32:09 -05:00
kevinz000 169a950e7b Revert "Refactors forensics to a datum (#29542)"
This reverts commit 0a530cff9c.
2017-08-23 23:19:48 -07:00
MoreRobustThanYou 0a530cff9c Refactors forensics to a datum (#29542)
* ports plasmeme windows from /vg/

* Update window.dm

* It's the stairway to seinfield

* fixity fix fix

* See this code if you're wondering why I rarely get any sleep

* *scream

* now

* this is going to give me PTCSD - post-traumatic coding stress disorder

* *scream

* Improves forensics datum

* Meep.

* RA RA RASPTUIN... i'm not crazy, right?

* better

* I think it works... /s

* less compile errors

* Reduces compile errors to a much more managable 50

* shitcode.exe

* ehhh

* HEY EVERYONE, IT WORKS!!

* Make slide code less autistic

* blue skyyy

* no more bay forensics!

* IT  WORKS

* Remove EnforceSize, it isn't used.

* icon2html

* More bicon sutff

* eee

* aeee

* abc

* abc

* a

* abc

* e

* forensics check in initalize

* huh

* bleh

* Update _drone.dm

* Update _drone.dm

* Update _drone.dm
2017-08-24 09:08:22 +12:00
Ian Turk 7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Jordan Brown dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
AnturK d1bb1686cb Fixes showers breaking lighting objects. (#29706) 2017-08-05 09:43:00 -03:00
kevinz000 e99d100c35 Fixes shower runtimes (#29389)
* Update watercloset.dm

* Update watercloset.dm

* Update watercloset.dm
2017-07-22 20:48:38 +02:00
kevinz000 e461c3add5 Makes showers clean WASHABLE_COLOUR_PRIORITY (#29170)
Makes showers clean WASHABLE_COLOUR_PRIORITY
2017-07-14 11:39:20 -04:00
ShizCalev 59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
oranges ae3740d84b use_power var now uses a define to reflect it not being a bool
NO_POWER_USE
IDLE_POWER_USE
ACTIVE_POWER_USE

holopads now correctly set use_power and the active_power_usage
2017-06-29 23:50:16 +00:00
Joan Lung deae811756 Unconscious and Knockdown are now status effects (#28696)
* Unconscious and Knockdown are now status effects

* Fixes #28628

* fixes borgs

* the terrifying second argument

* Much better
2017-06-23 12:00:49 -04:00
nicbn 77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Joan Lung 38ec5563dc Fixes slips 2017-06-19 14:57:25 -04:00
Joan Lung 2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
Expletive 2b298bb6aa Adds The NT-75 Electromagnetic Power Inducer (#27653) 2017-05-31 14:59:13 -03:00
Expletive 9466b6f62c Maybe this time I won't fuck it all up 2017-05-30 14:10:54 -07:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
oranges 9aaff6e281 Fixes sinks giving misleading messages when containers full (#25037)
* Sinks will now give a message when the reagent holder is full

This also adds a helpful proc to check a reagent holder is full

* It was one character
2017-03-15 16:38:33 -04:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cheridan d48ce427b6 Merge pull request #24601 from coiax/fixes-puddle-desc
Fixes puddle description
2017-03-02 20:37:11 -06:00
bgobandit 85621d1e5e You can make a damp rag out of medical gauze + other sink refactors (#24500)
* adds gauze reaction, partially refactors sink water interactions

* Hey guys scarce here

Apparently it takes bandit more than 3 days to make one simple change

* Update watercloset.dm

asdf
2017-03-02 19:48:44 +13:00
Jack Edge 692b0027c6 Fixes puddle description
GOD, THIS ANNOYED ME FOR MONTHS, IT'S NOT A SINK, IT'S A PUDDLE.
2017-03-02 02:04:00 +00:00
PKPenguin321 066112c3e5 fixes sink grammar with monkey cubes (#23761) 2017-02-07 16:16:58 -06:00
Firecage 50bbf5aa50 Allows syringes and droppers to show their reagents when examined while wearing things such as Science Goggles. (#22618)
* Allows syringes and droppers to show their reagents when examined.

* rearranges my logic

* replaces SEMIOPENCONTAINER with TRANSPARENT

* Silly spelling error fix.

* Moves the defines from flags to container_type to avoid issues with conflicting flags

* changes it back to obj/item/O

* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
2017-01-04 20:00:46 +13:00
Joan Lung a3be7a9226 Refactors toolspeed to be a multiplier instead of a divisor 2016-12-09 16:55:51 -05:00
Kyle Spier-Swenson dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
Mervill 0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
bgobandit 468d900ef7 Fixes urinals 2016-11-27 16:39:39 -05:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
Cyberboss 9b11a70902 Git is hard 2016-09-27 20:16:36 -04:00
Remie Richards 897e8c5b88 Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work
Conflicts:
	code/game/objects/items/weapons/storage/storage.dm
2016-09-02 18:04:18 +01:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
bgobandit 250ad0f213 untypecasts 2016-08-30 19:02:09 -04:00
bgobandit 2aaf9d64f4 requested urinal changes, sprite added 2016-08-28 10:11:37 -04:00
bgobandit c77b74e90a You can hide things inside urinals now. 2016-08-28 03:39:44 -04:00
NikNakFlak ad9d105168 Changes for the change gods 2016-07-15 15:54:39 -07:00
NikNakFlak f34ba40882 Science isn't about why, It's about why not! 2016-07-13 19:01:50 -07:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Joan Lung 2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
phil235 129295be69 Merge branch 'master' of https://github.com/tgstation/-tg-station into PullvsGrab
Conflicts:
	code/__DEFINES/misc.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defines.dm
2016-05-25 23:48:00 +02:00