Commit Graph

497 Commits

Author SHA1 Message Date
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
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
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
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
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
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
Qustinnus b713fa1bc3 moves misc food to newfood code (#54788)
misc food is now using newfood code
2020-11-18 12:20:47 -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
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
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
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
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
Ghom 2255256060 rad_insulation component is now an element. (#54625) 2020-10-27 18:59:31 -03:00
ShizCalev b720bcd63d adds more cursed animal masks (#53539)
Animal masks refactor
2020-10-15 22:16:00 +02:00
ShizCalev 2d8377abb4 Merge pull request #54347 from uomo91/trashbagsprite
The trashbag of holding now has its own inhand sprite.
2020-10-14 00:36:27 -04:00
necromanceranne e96fafb07e Finishes the job on null rod sprites hopefully once and for all (#54235) 2020-10-12 13:41:14 -07:00
uomo91 6dad168c3d Trashbag of holding inhand sprite. 2020-10-12 02:01:29 -05:00
Winter Flare 958b3f6366 Serving Tray Fix (#54267) 2020-10-10 13:49:13 -07:00
Krysonism 73818aed45 Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
2020-10-08 11:53:13 +02:00
Tlaltecuhtli 688af053fc ass 2020-10-01 11:46:11 +02:00
ArcaneMusic d65714e9f1 Nice, Corgi Pinning Action for the whole family. (#53913)
Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.

Are you a bad enough dude to pin the tail on the corgi blindfolded?

Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.

Also, the tail pins are harmless embeds. I'll leave that here for you to think about.
2020-09-29 23:18:54 -07:00
Qustinnus eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
Rohesie 3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00
spookydonut 4157b13132 Fixes incorrect Initialize() arguments (#54013) 2020-09-28 19:02:46 -03:00
ArcaneMusic d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
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
ArcaneMusic c6ed8a7fad Improves cardboard box consistency. (#53525)
* Improves cardboard box consistency

* Also gives them cardboard datum mats.
2020-09-08 20:09:01 -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
Tony c03794c934 Medical belt/medical aid kit consistency updates (#53442)
Lets the new blood filter tool be put in medical belts/medical aid kits since those are supposed to hold surgery tools
Lets spray bottles, amputation shears, and surgical tape be put in medical aid kits since it's supposed to hold the same stuff as the medical belt (I didn't add the plumbing stuff to medical aid kits though since chemists don't get them)
Removes bio bag and chem bag from the medical first aid kit since they're too big to go in there anyway
Adds blood filter mode to the debug omnitool since it's supposed to have a mode for every tool define
2020-09-05 22:28:15 -03:00
LemonInTheDark d60ed7d9e8 Gives the Chef a Beacon to pick their ingredient box (#53146)
* adds ingredients beacon

* starts the chef off with an ingredient beacon instead of a box

* Update boxes.dm

* Revert "Update boxes.dm"

This reverts commit b89fadab04.

* optimizes the list thingy (thank you, Floyd)

* Fixes a typo in one of the comments

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

* fixes a definition

* moves ingredient box/beacon code to miscellaneous instead of boxes

* adds the random option

* adds a cute little bit of 'flavor' text... get it?

* Revert "adds a cute little bit of 'flavor' text... get it?"

This reverts commit a6541bf220.

* adds references to a new company and a bit of fun text

* moves randomFood out of the for loop

* Revert "moves randomFood out of the for loop"

This reverts commit e2c5171fce.

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-09-05 16:09:23 -07:00
NightRed 4e2dda164f Makes the stomach important part of eating (#53228)
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.

Changes to surgeries:

    Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
    Blood filter is a new tool and cleans the reagents out of the body.

This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
2020-09-03 17:02:23 -03:00
oranges 8594f119fe In Memoriam 26th August, 2020 (#53234)
Our friend, tg admin, and champion of the "short" reply, OrdoDictionary
passed away recently.

While this news was not unexpected - Ordo had been fighting bravely
against prion disease for some time - it remains as heartbreaking as it
is unfair.

Ordo was sharp as a razor, with wit to match. During the time we knew
him he was pursuing a PhD, yet he still found time to volunteer on the
tgstation servers and help his fellow spessman.

In admin channels you were as likely to find Ordo pontificating on
history or food or ham radio as you were anything related to the game.
But you knew - no matter the topic - that his opinion was informed and
valuable, and that he would deliver it with nuance, class and charm.

This community - and the world - is worse off without him in it.
He will be missed.

So should you read this and should you get the chance, raise a glass in
his memory.
…but be sure to break out the good stuff.

That’s how he would have wanted it.

Adds a medal in memoriam of Ordo and adds it to the Head of Personnel
locker in a lockbox, along with three Medals of Bureaucratic Excellence,
for those who excel in managing the station.

Thanks to kryson for the sprite of the medal and thanks to OrdoM for all
the work he did on tg.
2020-08-29 16:01:34 -07:00
TiviPlus ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
ArcaneMusic 4187c6f791 Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)
https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!

Alright, from the top:
Sinks now need plumbing to pump out liquids.

All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.

Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?

So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.

So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this

I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷‍♂️
To-do before being 100% sparkly and clean

Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version

    Yeet out the existing psudo-plumbing from hydroponics

Why It's Good For The Game

We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.

Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.

Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.

On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.
2020-08-27 23:23:55 -07:00
OnlineGirlfriend c838ba21da [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#52733)
Adds wedding content.
2020-08-26 15:01:16 +02:00
81Denton 3858b72bdb Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
2020-08-24 22:46:08 +02:00
TemporalOroboros 6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Radacitus f231ef2e93 moves ingredient box/beacon code to miscellaneous instead of boxes 2020-08-24 02:11:29 -03:00
Radacitus ec4706ab81 fixes a definition 2020-08-24 02:09:49 -03:00
uomo ff9f5741b8 Pipe painters now fit in toolbelts. (#53127) 2020-08-23 05:14:18 -03:00
Radacitus 0de5821be9 Fixes a typo in one of the comments
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-23 00:43:40 -03:00
Radacitus 74e20c117d optimizes the list thingy (thank you, Floyd) 2020-08-22 22:17:29 -03:00
Radacitus 1084a1e873 Revert "Update boxes.dm"
This reverts commit b89fadab04.
2020-08-22 22:08:43 -03:00
Radacitus b89fadab04 Update boxes.dm 2020-08-22 22:06:27 -03:00
Radacitus e6ec802045 adds ingredients beacon 2020-08-22 20:57:29 -03:00
floyd d8c2e683a0 Merge branch 'master' into fatgrowing 2020-08-22 23:01:19 +02:00
Rohesie 7859721611 Explosions SS runtime fix + code cleanup (#52894)
* runtime fix

* turf references are immortal
2020-08-21 21:57:29 +02:00
floyd 9b4a488216 no food stuff 2020-08-20 23:36:18 +03:00
uomo 180ef034ba A bunch of tweaks to holsters. (#53031)
Regular holsters:

Can no longer hold pulse carbines.
Can now hold toy pistols.
Detective's holster:

Can no longer carry ALL ammo box types, it's crazy this was possible.
Can now carry all handguns instead of only revolvers, their ammo, the mini e-gun, and the toy pistol and its magazines.
Chameleon holster:

Can no longer hold pulse carbines.
Can now hold all the ammo of guns it can hold (handguns and revolvers), the toy pistol and its magazine, and the small energy crossbow.
Operative holster:

Can now hold... basically everything gun related. All guns, all ammo (except ammo boxes), all grenades.

Descriptions of all holsters changed to reflect this.
2020-08-19 15:58:40 -03:00