Commit Graph

54423 Commits

Author SHA1 Message Date
Coffee f1e339b86d Adds binds for targeting the eyes and mouth (#55299) 2020-12-10 19:17:22 -08:00
小月猫 26e6f8eac7 Fix spelling error in heretic rust plume (#55435)
Changes the heretic rust plume message from "Your feel filled ..." to 
"You feel filled ...", English is cool
2020-12-10 17:56:57 -08:00
LemonInTheDark 868402d902 Makes drying racks apply color properly (#55317)
Drying racks aren't coloring things currently because of how that typecheck works (It should be a type == current_type instead of !type)
2020-12-11 00:23:37 +00:00
Jared-Fogle 39fd90b17a Refactors smiting, adds smite build mode (#55327)
Refactors smiting out from being a large switch/case into datums.

Adds a new smite option to build mode. This lets you choose a smite and rapidly apply it to a lot of people, presumably for EORG. Requested for by...one of the admins, I forget which.
2020-12-11 00:22:00 +00:00
LemonInTheDark cf9e5304b6 Fixes harddels in snowflake chem dispenser code (#55278)
Fixes roundstart harddels, and makes code work as it should
Why It's Good For The Game

I am very disappointed in you all.
2020-12-11 13:13:08 +13:00
Jared-Fogle dbfa2261c2 Moths can now consume clothes again (#55356)
Fixes #55347.

Because the food eating is invoked async-ly, the qdel was being run while you were still taking a bite. This means it was no longer edible, thus quitting the check after the timer was finished.

This moves moths eating clothes behavior to instead lazily create the food item once chomped into, which is then preserved and reused until the clothing itself goes away.
2020-12-11 00:11:45 +00:00
CRITAWAKETS c07574ae77 Adds in the admin outfit. (#55374)
So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
2020-12-11 00:10:33 +00:00
oranges 574a18d13c Add config for discord bot prefix (#55400)
This allows you to set this in config, save having to hardcode it

I also fixed a mistake where only one message was changed in the
messaging from the account linking system
2020-12-10 16:03:44 -08:00
Mickyan f32784075b Changes painting frame description to explain how they work (#55414)
spellcheck: changed the description of painting frames to better explain how to remove paintings and whether the frame is persistent
2020-12-10 23:46:40 +00:00
ArcaneMusic e09a9032da Crates and bountes are now defined by crate's value and paygrades. Civilian bounty payout is higher and uncheesable. (#55413)
Does a value-wise refactor of crates and bounties in order to scale the value of these imports and exports to the value of crate exports (500 credits each). Then, I have adjusted the value of crate exports to 200 credits down from 500 to place the most standard unit of profit within cargo to a scale within that of roundstart paygrades currently on station. (350-1400 credits).

This effectively balances one of the biggest disparities left within the in-game economy, which is that cargo's price scales have really never been re-balanced with the considerations of on station prices, and have been still to the same scale as when they were based on cargo points 3 years ago. While admittedly some prices in vendors were scale to those original cargo values, so many of them weren't that it warranted a massive rebalance PR in order to places the scale of these items within an appropriate range of their intended user's cost values.
2020-12-10 23:43:46 +00:00
NightRed 2b0b4f05a2 X-Ray gun is larger not bag friendly (#55410)
The x-Ray gun was a normal sized object, made it bulky to stop printing several and putting them in bags.

Fixes #55321
2020-12-10 23:38:21 +00:00
Jared-Fogle 0a77d27a1b Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
2020-12-10 23:30:25 +00:00
Jared-Fogle 7d3fd4355f Everything that uses maptext now uses the class that makes it actually readable (#55420)
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
2020-12-10 23:25:46 +00:00
TemporalOroboros e9f9ad1e34 Makes Metalgen Unrecycleable (#55417) 2020-12-09 23:34:27 -08:00
LemonInTheDark 92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
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 22ca230db0 Bring back Kilostation v3.0 (#54588)
This replaces Pubbystation with Kilostation. Kilostation was originally created by Okand, you can read about it [here](https://tgstation13.org/phpBB/viewtopic.php?f=11&t=22551). Kilo has been out of rotation for quite a while, as it was causing out of memory crashes for reasons no one could find. This was recently fixed in #54245 through the effort of quite a few people. Paxilmaniac brought the map back, I've gone through and done the necessary cleanup. Things that were identified from the test merges (including the SM), or I've found elsewhere should now be fixed. All the varedited atmos mixes should be gone, though there may be a few oddly edited icons remaining.
2020-12-09 20:04:29 -05:00
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
Bobbahbrown f747365690 Fixes build breakage on master (#55429)
Fixes the mixup from #54924 and #54963

Bad oranges
2020-12-10 10:04:18 +13:00
zxaber 4dd60a3760 firelocks no longer open when bumpopen() is called (#55241)
Overrides bumpopen() on firelocks to just return. Vehicles call bumpopen() instead of Bumped() because mechs now block hands on the pilot and this prevents Bumped() from completing (which, in turn, prevented normal Airlocks from opening even if the pilot had the correct access). Since firelocks normally never reached bumpopen(), no special handling of the proc was done. This PR fixes that.
Why It's Good For The Game

Vehicles no longer get to bypass firelocks for free.
2020-12-10 09:33:27 +13:00
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
Ghilker aaea29ba6f Windows "lag" fix (#55372)
Change to Move() to make only anchored windows to update the air when they move through the turfs (should prevent abusable situations of lag machines too)
Makes singulo from stage 2 unanchor windows when pulling them (low performance increment for singulo(?))
Why It's Good For The Game

less abusable lag good
Changelog

cl
tweak: only anchored windows call move_update_turf()
tweak: singularities from stage 2 and over will unanchor windows
/cl
2020-12-09 14:21:56 +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
IndieanaJones 33d3797c89 Finally fix the abductor dynamic issues (#55239) 2020-12-07 23:03:35 -08:00
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
NightRed 0d5c81df2f Fixed caps (#55330)
The cap on fever and chills should not be absolute temp of the mob but amount of change.
This lowers the amount of change a small fever will hit you with.
2020-12-06 12:02:45 -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 f87cafe3cb Removes a rogue arg from a register signal (#55310) 2020-12-04 00:34:12 -08:00
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
Urumasi 5633cfb215 Make RCD suicide place wall and gib user (#55283)
* Make RCD suicide place wall

* gibbing should return MANUAL_SUICIDE

* return SHAME if no ammo

* Only set RCD to wall if the message says so
2020-12-03 19:38:56 -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
Tom 59aaae1523 Fixes perspective of mood messages (#55290) 2020-12-02 14:39:03 -05:00