Commit Graph

169 Commits

Author SHA1 Message Date
Mickyan 8ff9883218 Makes fearless trait affect social anxiety (#55284)
An oversight from when I added psicodine and happiness
2020-12-02 14:36:52 -05:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
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
Ghom 35b8476162 Fixing addictions not going away on no-metabolism trait gain. (#54797)
Also addiction_list is null by default, considering the wide majority of reagent holders don't even get addicted to stuff.
2020-11-21 04:43:30 -03:00
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
Ryll Ryll 91c5bf7bcb Makes Photographer a neutral quirk (#54608) 2020-10-26 16:04:40 -07:00
sergeirocks100 4e1dd10c61 Adds fingerless insulated gloves as a Assistant heirloom item. (#54446)
Well, it adds fingerless insulated gloves to the game, and it also makes them a Assistant heirloom item alongside the heirloom toolbox. The sprites and code were taken from Skyrat, with some modifications by me.
2020-10-25 22:03:15 -03:00
Mickyan c86569b6be fluff 2020-09-18 19:46:55 +02:00
Mickyan f6a2c9480f hold my beer 2020-09-18 18:57:14 +02:00
Qustinnus 2c8489af26 s-s-s-spaghetti to newfood (#53574)
🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑

fixes #53482 fixes #53572
2020-09-16 02:49:06 +01:00
LemonInTheDark 834c87b2c9 Merge pull request #52907 from Wallemations/master
This pull request adds the neutral quirk "Tongue Tied", which relegates the user to sign language, along with both the positive and negative effects this can have. After some thought, I had decided to make it neutral due to the overall impact its effects can have.
Effects include:

    Having one hand full causes your speech to be obscured. Having both hands full makes you unable to speak at all. This also applies to the removal of said limbs.
    Obviously using your hands would hinder speech over radio, so to get around this, Nanotrasen have developed a special kind of glove for those with this speech impediment! Don't lose them though, or you'll have to create new ones.
    The deaf can understand you, and you're "immune" to being mute as long as you can sign! Of course, good luck communicating with anyone who's blind.
    Punctuation? In my visual-based language? Hell no, you better learn to read people's faces. When someone's eyebrows are raised, they are surprised/exclaiming, whilst lowering ones eyebrows indicates they are asking a question. Just like real Sign Language!

Awards players who pick it for being more aware & efficient with their inventory, whilst punishing them for carrying items in their hands 24/7. It further opens these players to new communication options & challenges, whilst giving people who go against them new hurdles & weaknesses to exploit.
2020-09-08 14:05:51 -07:00
Donkie 53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
Wallemations 3779dfe2a3 Merge branch 'master' into master 2020-09-07 21:42:22 -04:00
NightRed 97d969dfca Many issue fixes for stomachs and chem interactions (#53440)
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.

Health Analyzers now show stomach contents, same with the medical kiosk.

Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
2020-09-05 21:57:30 -03:00
Wallemations ae71b992dc fixes punctuation removal 2020-08-29 03:35:15 -04:00
Wallemations 96b5eb9b1f fixes neutral.dm and streamlines living_say.dm 2020-08-26 22:27:49 -04:00
Wallemations e3fb5115ea Merge branch 'master' of https://github.com/tgstation/tgstation 2020-08-25 23:47:17 -04:00
Fikou 682ba40fbe fixes foreigner quirk giving galactic uncommon to felinids (#53087) 2020-08-21 23:22:01 -03:00
Qustinnus 87c4df3880 Food refactor part 1: Bread destruction and processable element (#53047) 2020-08-20 21:07:05 -03:00
Jared-Fogle 45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
Wallemations 9b4b54779b Makes the trait neutral 2020-08-14 20:30:25 -04:00
Wallemations bea9029dc3 Makes TT quirk positive, moves gloves to misc file 2020-08-13 13:39:54 -04:00
Wallemations 38424855f0 Adds Sign Language quirk 2020-08-12 20:36:18 -04:00
Ryll Ryll b7ae6fc64d Refactors Temporal Scarring, changes how it works, removes longtimer quirk (#52688)
* changes temporal scarring

* hhh why is there no ckey

* note

* oops

* fixed
2020-08-10 16:29:27 -03:00
NightRed 2bb9939426 do we have a holder (#52626) 2020-08-01 13:51:00 -04:00
Ryll Ryll dfcd304dcc Dismemberment wound tweaks, zombies are easy to wound/dismember, tweaks to head vulnerability (#52534)
* adds wound armor to helmets + such, nerfs standard head resist

* dismember + wound species balance, retitle traits
2020-07-30 01:18:57 -03:00
skoglol 5a655ccf3d Merge pull request #52383 from spookydonut/leadingslash
Fix leading slashes and turn on linting for it
2020-07-23 17:35:33 +02:00
NightRed bed523e187 Quirk waits for client before setting preferences (#52374)
* moved from timer to on process check

* lets do that better

* bitflag cleanup

* signal is better still

* Update code/datums/traits/_quirk.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/_quirk.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* fixed comment

* Better doc text

* nicer still

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 00:46:19 -03:00
NightRed 6450bf7460 We want medical text (#52370) 2020-07-22 19:21:30 -03:00
spookydonut be4f3a4ee8 detections 2020-07-22 14:57:20 +08:00
nightred b27331cbb0 Clear Family Heirloom mood on removal 2020-07-20 11:28:52 -05:00
Ryll Ryll 4a481bc861 Adds eye contact (#52108)
* doesn't do it for me

* signal and hijinx

* creep stare

* less lazy code
2020-07-12 03:39:57 +10:00
EdgeLordExe d1669cea72 [READY]New Quirk: Extreme Medicine Allergy (#51870)
* e

* meds e

* e

* e

* e

* E

* E

* Update code/datums/traits/negative.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* c

* c2

* more blacklistings

* dogtag

* Update code/modules/reagents/chemistry/reagents.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* E

* E

* Update code/modules/clothing/under/accessories.dm

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* E

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-05 18:42:22 -04:00
MrMelbert 3b851845d4 Minor Adjustments to the "Brain Tumor" Quirk (#51770)
* brain tumor adjustments

* some requested changes + defines

* trait

* READ

* > self-merging

Co-authored-by: ラッピ from PSO2 <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-07-05 18:21:41 -04:00
Ryll Ryll 20fd4822f2 Simplifies ear damage, allows empaths to properly spot deafness (#51436)
About The Pull Request

Ears currently behave strangely compared to other organs, especially their most closely related sensory organ, eyes. They only assign a deafness trait for quirks, mutations, and clothing (which prevents empaths from noticing hearing damage deafness), have lots of unnecessary procs for dealing/assessing damage, and several audible events check istype() for earmuffs specifically for whether a mob can hear something.

This cuts down on all of that. I removed most ear related procs from mobs, tied deafness explicitly to TRAIT_DEAF (and added a new source for hearing damage), and generally neatened up related code. As a direct result, empaths can now detect deafness from hearing damage, as I assume was intended. I also fixed a bug with examining with med HUD's or as an observer not showing a person's quirks, though I'm not sure people will really care about the info with med HUDs. Also, full revives/regenerating organs now remove all damage from existing organs rather than only trying to replace missing ones

In addition, Inacusiate and Sensory Restoration no longer instantly cure all hearing damage when applied, they now rapidly decrease both ear damage and deafness each tick. This isn't really a fix, but I figured I'd throw it in since I think cobby wanted to move away from instant fix microdose chems, and I punted the restoreEars() procs anyway

Fixes: #51435
Fixes: #48974
Why It's Good For The Game

Brings ears in line with how other organs operate, makes them easier to understand, and restores (what I assume to be) intended functionality for the empath quirk and medhud/observer examines
Changelog

cl Ryll/Shaps
fix: Empaths are able to detect deafness derived from hearing damage
tweak: Inacusiate and Sensory Restoration no longer instantly heal all hearing damage when applied, instead rapidly removing both ear damage and deafness.
fix: MedHUDs and observers now display quirks as intended on examine
/cl
2020-06-19 10:51:06 +12:00
ShizCalev 268edde07c Fixes clothing repair not working, adds better pronoun handling (#51689)
* Fixes clothing repair not working

* Moth fixed

* message fix

* more grammar stuff

* better text handling for multiple articles
2020-06-18 15:46:53 -03:00
nemvar b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
dragomagol d41374c959 adds the peacekeeper plush (#51545)
* Adds the Peackeeper Cyborg plush

adds the peacekeeper plush as an arcade prize and roboticist heirloom

* Update plushes.dm

* added trailing newline

* fixes the pkplush addition to robo heirlooms
2020-06-14 18:12:24 +02:00
Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Qustinnus 3803d6a817 Adds hardcore random mode: Earn your way onto a score-board with difficult random characters (#50606)
* start

* done

* done

* gold wheelchair

* mats

* icons

* Update code/datums/achievements/hardcore_random.dm

Co-Authored-By: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes

* Update code/controllers/subsystem/processing/quirks.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* proc

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* playtime stuff

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/_quirk.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/negative.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* fixes

* done

* fix

* removes u

* Update code/modules/client/preferences_savefile.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* overlay

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* less braindead code

* woops

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/controllers/subsystem/ticker.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* done

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-10 12:16:01 -03:00
RaveRadbury 537d9dbea6 Fixes med record population (#50794)
* Removes (!dat len) from for loops

* Removes an unnecessary space
2020-05-01 05:43:46 -03:00
RaveRadbury 8e4e34127b Sorts quirks into medical record categories (#50647)
* Sorts quirks into medical record categories

Removes Allergens from med record, still need to squash a bug.

* Makes Rohesie's requested changes

* typo

* Replaces magic numbers with defines
2020-05-01 04:47:26 -03:00
RaveRadbury fe07831710 Changes ishuman to specify basic humans (#50787) 2020-05-01 03:11:23 -03:00
RaveRadbury fae34292a7 Foreigner Quirk, Adds Galactic Uncommon (#50701)
* Adds Foreigner Quirk

Blocks Galactic Common

* Exceptions for species without secondary languages.

Adds beachtongue for humans and felinids

* Adds Galactic Uncommon

* Adds uncommon include into the .dme

Gotta tick that box
2020-04-30 21:38:46 -03:00
RaveRadbury 4eb77bd0b5 Fan Hud (#50649)
* Should be ready to test

The compiler is throwing a tantrum so I'm committing here to debug.

* Merges hud.dmi with upstream

* adjustments

fixes some typos, adds a blank hud image for fanpinless crew

* It builds

* runtimes

it doesn't actually work yet, just compiles

* Progress

More runtimes removed

* It all works, runtimes sorted

pins made to not go above suit

* Update code/game/data_huds.dm

Adds Rohesie's suggestion

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Makes requested change

Thanks Rohesie!

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Makes requested changes

Thank you Rohesie!

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-24 00:10:00 -03:00
Mickyan 03186bf3c2 botanist heirloom fix (#50481) 2020-04-19 15:49:23 +08:00
trollbreeder dfda25ff4f [Please review me] Operation: Funky Nostaligia 2. Changes charliestation medkit icon, and changes heirloom item for MDs to an old medkit. (#50210)
* Operation: Funky Nostaligia 2

the last one failed because i'm a clown

* Fix typo in icon state

Please dont kill me if this causes merge conflix because this happened the last time i tried doing this

* GET THE HELL OUT, MERGE CONFLICTS
2020-04-01 18:06:59 -03:00
Fikou a59e4fb1b5 merges civilian and service departments (#50142)
* merges the service and civilian departments

* yee haw
2020-03-26 22:05:28 +08:00
81Denton 45917da07a Merge pull request #49964 from uomo91/psychologist
Psychologist
2020-03-21 21:37:05 +01:00