Commit Graph

1160 Commits

Author SHA1 Message Date
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
ArcaneMusic be611e4917 Salt the earth of these god damn gym lockers (#55081) 2020-11-22 20:06:09 -08:00
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
TemporalOroboros edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
Krysonism 9ff7944101 [READY] decorations loot crate! +3 new fancy carpets! (#54612)
* base

* fixes

* crate

* Update code/game/turfs/open/floor/fancy_floor.dm

Co-authored-by: Fikou <piotrbryla@onet.pl>

* adds the crate to the pool.

* the crate is pretty rare, why not let it drop four items?

* Update lootdrop.dm

Newline phone edit

* ungoofed

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-10-30 22:12:34 +01:00
Timberpoes 840312474b Adds game logging to welding airlocks, firedoors and lockers (#54593) 2020-10-25 23:38:47 -04:00
Rohesie c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
Qustinnus 74755a5a3a Audio falloff re-work, and increased audio range. (#54362)
imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight.

This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily

This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound".

Co-authored-by: ff <ff>
2020-10-20 17:14:16 -07:00
ArcaneMusic 1b7189d63d Arcononomy: Personal Departmental Cargo Ordering (#53881)
Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.

Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.

The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.

Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.
2020-10-15 17:30:50 +03:00
Rohesie af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
Cimika/Lessie/KathyRyals 2557727e43 Added science berets. (#54255) 2020-10-09 19:36:46 -03:00
girl 2e08a1f508 BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo (#54065)
Bodybags now inherit the weight of their heaviest item. If it doesn't have a weight (people), we assume bulky since things like people can be firecarried or whatever.

It now takes less time to get out of a bag (20 > 12 secs), and the progress bar is unbreakable unless you get incapacitated. This means people interested in using it to kidnap can still do so but it requires considerably more effort that isnt based on a latency difference and a quick disarm. The timer still runs down if you open the bag and try to put them back in but good attempt😏.

This also fixes an issue with the BSB where it was picking up or otherwise doublecalling checks from inheritance.
2020-10-09 17:30:16 -03:00
Krysonism 73818aed45 Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
2020-10-08 11:53:13 +02:00
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
Ryll Ryll 80cefef747 Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)
* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again
2020-09-23 07:53:55 +02:00
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
Rohesie 988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
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
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
Qustinnus f54de4a2b8 refactors resist act to be on atom level (#53016) 2020-08-18 20:30:44 -03:00
Rohesie 8f917ff1d9 immobilized (#52578)
Adds an immobilized trait.
    Adds procs for several variable changes so we can respond to their events.
    Adds some signals for said variables changing.

Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
2020-08-11 14:44:01 +12:00
Timberpoes 8fc671f942 Implements job skillchip framework as per hackmd.io design document (#52630)
* Shift wire revealing logic to dedicated proc

* Bit of code modification. Framework for roundstart job skillchips.

* Implement roboticist skillchip trait functionality.

* Feex moth feet messup

* Add skill chips to robodrobe inventory

* Code refactor. Add missing skill_stations to Pubby and Delta.

* Implement special flags, changelings inherit skillchip skills

* Additional code refactor. Traitor chameleon skillchip framework.

* Implement traitor skillchip, fix up more code, move job chips to outfit datums

* Modify autosurgeon, create skillchip variant, add to uplink

* Implement chip cooldowns. Add new skillchip for station engineers. Cleanup some code. Add job chips to lockers.

* Feex

* Feex

* Code review implementation

* More feexes, improved chameleon chip code and more.

* Code review and minor refactor

* Additional review fixes, rebuild tgui

* Minor logic fixes

* Final Rohesie review

* Robust code changes, improved slot/complexity system.

* Rebuild tgui

* Code review

* Brain regeneration failsafe

* Lazylist cut fix
2020-08-05 21:21:29 +02:00
ShizCalev 4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

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

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
skoglol 06c5a7afdf Merge pull request #51854 from MrDoomBringer/supplyprettypod
Please check out this EPIC OFFICIAL PR TRAILER before reading (very important)
https://youtu.be/4RckVdx20oQ
the video is kinda autistic

dont forget to upvote
About The Pull Request

All sprites and epic meme videos made with love by yours truly
Except for the 2 missile sprites. Those were taken and modified from NSV13 who in turn ported them from TGMC
nupod_all_decals

Anyways, this adds:
New pod, reverse-pod, and target indicator sprites
Pod-ground collision effects (impact craters basically)
Cool looking vapor trails a la the half-life 2 headcrab shells

And also:
Fixes seethrough pods not actually working
Makes reverse-mode a bit more predictable
Has some minor code improvements with how supplypod-reverse-mode works
2020-07-12 13:24:37 +02:00
AnturK f4af5ed28c Makes CanReach default to blocking. (#52115) 2020-07-12 04:25:27 +10:00
MrDoomBringer 719d3a1f45 first pass
WIP overlays


icon upd8


more


need to figure out whats going on with extractionpods


compile


the icon update


more!!


why are skillcapes broken


boat lmao


seethrough fix


Second drive-by


Code cleanup and improvements

Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups


do the impossible see the invisible


new effect booster pack


MFW MRW Linter fail
2020-07-06 23:44:02 -04:00
LemonInTheDark e5547a8f5c Supermatter variable documentation, cleanup, bugfixes. (#51345)
* Makes the supermatter file smaller.

AHAHAHAHHAHA YOU FOOL YOU HAVE FALLEN FOR MY TRAP CARD

* stable build maybe? sm cleanup begins

* The old ones knew

* lemme atomize actually

* I know how to spell ok? OK?

* braindamage

* That'll do it

* That do it?

* There we go

* Wow I should test things

* test?

* I hope that clears it

* Should fix the formatting trouble

* isolates the opening proc

* Lowercase and fixes messed up proccall
2020-06-19 18:48:06 -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
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
spessman-007 ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
Whoneedspacee 8af93a638b Icebox Station (#51090)
* there was an attempt

* adds ice moon map

adds config options for choosing mining maps

areas now have options that affect random generation on them

weather now has an option to not target indoor areas

adds base for icemoon ruins

turns many 1's into booleans

adds ice chasms

adds ztraits for weather stuff

* fixes up ice ruins to be ice moon compatible

adds lower z level to the ice moon mine

ice chasms now have a smoothed icon

megafauna only spawn in the underground portion of ice moon now

* openspace fixes

* adds new areas and underground specific ruins

* Adds the abandoned village ruin for Ice Moon

* adds abandoned village ruin and fixes some area and tile stuff to work with ice moon

* random mining maps are no longer picked in the config

you can no longer change the mining map before setup is complete

* adds above and below ground ruin as a test

* adds debug functionality for ice moon ruins

fixes a bug where multiz was impossible unless there were shared areas because of whitelisted areas

adds multiple whitelist areas for ruin placement in a list

all underground areas are now outdoors

underground plasma lava rivers are now only spawned in unexplored areas so ruins don't get destroyed by them

* adds unique spawners to icemoon to replace tendrils

adds 2 new mobs to icemoon the polar bear and wolf

adds a clothing flag for shoes that dont slip on ice

modifies mining site to be ready except for the boss

adds the ability for tunnel width to be a specification, ice moon can have 1 tile wide tunnels and rarely 2 wide tunnels

adds a no caves mineral for ice moon ruins

* wolves no longer run into lava or chasms

bears now enrage sooner

bear spawners can now actually be created

adds base for ice moon atmospherics

adds base for a new boss and achievements / score

really bad coder icon for ice boots added

* ice moon now has it's own planetary atmos! (thank god)

* new frost miner stuff

megafauna recovery time can now be tailored to have different cooldowns to ranged or melee attacks
by default sets both of them, with two arguments the first is ranged cooldown and the second is melee cooldown

* converts a bunch of lavaland maps to be compatible with ice moon

adds tendrils from lavaland to the bottom of ice moon with the other megafauna

* updates mob drops for ice moon mobs

updates config entry default value for ice moon

updates ice moon map to have new gulag

* updates station parallax for icemoon

removes extra lavaland ported ruins

updates to demonic frost miner

adds ladder to icemoon map near station

* updates ice moon map to have the ladder inside the mining base

plant flora dont spawn on the lower z level of ice moon now

you get sand from mining rocks now

buncha demonic frost miner changes holy cow

* adds the buried library

* improves map, fixes comment

* make this crap work with the station cause i have to lol it is pretty cool though and now i understand the mapping crap better

* updates ice ruin blacklist

* ice moon stop being too cold thanks

icebox changes, now actually has its own z level that can spawn ruins and such instead of just being openspace

tunnel width is now not stupid

* fixes a demonic frost miner bug where orbs werent exploding after death

atmosphere temp is now correct

fixes library ruin for icemoon

polar bear range is now fixed, only aggros in a short range and follows further than 3 tiles

reverts necropolis chest change

* Adds a new ruin: bathouse, barebones edition

* adds many new ruins

fixes a bug with tunnel creation that caused it to enter no tunnel allowed areas

finishes the frost miner and adds loot to him

you can now force a wabbajack option

* main z level now always has gravity for ice box

* hopefully the hot springs arent the buggiest thing in the world anymore

protects areas near the station from having openspace

* icebox takes less players

fixes the ladder positioning on every icemoon map

* snowstorms now only occur on the station level

fixes some issues with the icebox z level having openspace over the lower level mining base

* Update code/datums/map_config.dm

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

* Update code/datums/ruins/lavaland.dm

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

* Update code/game/objects/structures/lavaland/necropolis_tendril.dm

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

* Update code/game/turfs/closed/minerals.dm

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

* Update code/game/turfs/open/chasm.dm

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

* Update code/game/turfs/open/floor/plating/asteroid.dm

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

* Update code/modules/mob/living/simple_animal/hostile/megafauna/demonic_frost_miner.dm

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

* Update code/modules/mob/living/simple_animal/hostile/megafauna/megafauna.dm

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

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm

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

* Update code/modules/mob/living/simple_animal/hostile/mining_mobs/wolf.dm

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

* Update code/modules/ruins/icemoonruin_code/hotsprings.dm

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

* fixes areas on the lust ruin

polar bears now drop a goliath plate equivalent

wolfs now drop a watcher sinew equivalent

adds snow legions

adds a crusher trophy for the demonic frost miner that prevents movement

fixes a bug with asteroid mobs where the aggro icon would never show

adds ice to the snow cave tunnel generation

* starts work on the wendigo megafauna

* replaces snowball machine gun with more miner useful content

adds gentle var for knockback to prevent stunning on hit

polar bears move slower now

new icon for phase 2 demonic miner now

* fixes lust ruin areas

fixes whitespace

fixes nesting issues

adds underground specific mobs

* name / location fixes

demonic frost miner doesnt stun on knockback now

ice demons move faster

* fixes icebox having the wrong baseturf

* adds achievement defines to the wendigo

snowstorm for the lower z level again

adds a new helper for ranged target turfs

theres now a specific subtype for rivers

fixes a bug where ice and spawners spawned with rocks and other flora on top of them

adds indestructible ice rock turf

fixes a bug with ice demons teleport distance being incorrect

adds the start of wendigos attacks

* Apply suggestions from code review

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

* Update code/modules/mapping/ruins.dm

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

* Fixes a dumb bug with ruins from a webedit review

The syndicate shuttle can now land on mineral turfs

* the final commit, all that im going to change after this is documentation for procs lol

makes both ice moon z levels below the station underground, and makes it so they generate rivers of their baseturf

* adds nice animation to wendigo scream

* small fixes

* finishes autodoccing everything i could find

* ok im done for real now

* adds anywhere ruins

does review stuff

* review stuff

* ok it removes the stuff now

* fix removal

* fixes from the git

* adds surroundings to the asteroid and lavaland sites

adds butchering gloves to wrath ruins

the lower icebox levels are no longer station levels

fixes capitals on blood drunk and frost miner boss medals

adds engineering outpost ruin by trollbreeder

adds boxstation job changes to icebox

polar bear transformation no longer has immunity to lavaland mobs

fixes ice whelp spelling mistake

* fixes engi outpost atmospherics

fixes missing plating on solar panels

changes slowdown for icemoon turfs

* fixes ruins areas so tunnels can spawn into some of them

adds lights to icebox below area

openspace turfs mine the thing below them now

* fixes wall boundings on asteroid and lavaland domes

* ur lame armhulen

* adds public mining area to icebox

adds computer vendors to icebox

* minor fixes

* fixes map type error

* removes slowdown entirely

increases ore chances

fixes openspace on main map

fixes a ton of active turfs at roundstart

modifies demonic frost miner loot to be cooler and more useful since the boss was hardly killed during tests

tunnels are wider underground now

openspace now deletes itself if it spawns above a ruin

* improve da ruins

* tries to fix multiple atmos issues with ruins

removes bz from the planetary atmos since it could cause unstoppable chain reactions which would cause massive lag

demonic frost miner drill now automatically scans everywhere around you

fixes tunnel generation issue

makes it so randomly generated turfs inherit their no_ruins flags

Co-authored-by: Jonathan Church <jchurch093@gmail.com>
Co-authored-by: s <wesoda24@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-22 02:17:15 -07:00
necromanceranne 0eaf4ca0df Various Antagonist Handgun/Rifle changes; Stechkin, Stechkin APS, c20-r, m90gl (#50734)
* overhauls the crap out of a lot of antag guns and their ammo

* Should probably shoot an additional bullet per squeeze at this point

* nyoops

* So travis will stop yelling at me for new lines

* Should be all I need to fix for maps

* Touches up the stechkin sprite again

* Increased the fire rate and spread of the APS and the spread of the m90, added additional magazine types for the APS and added incendiary mags into the Spetznaz bundle to retain the fire theme, added phasic m90 ammo that penetrates through all surfaces but does significantly less damage available to ops for 8 tc, tided up the code for the aps a little more and also it's sprite.

* fixes some stuff

* So travis will cease screaming

* Changed how the phasic bullets work to being closer to xray beams, added additional flags to allow the bullets to pass through structures and machinery

* Update code/game/machinery/_machinery.dm

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

* Update code/game/machinery/_machinery.dm

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

* Update code/game/machinery/doors/door.dm

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

* Update code/modules/projectiles/boxes_magazines/external/pistol.dm

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

* Update code/game/objects/structures.dm

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

* updated the gun sprites a bit more

* Hopefully this fixes the conflicts?

* Update code/game/machinery/doors/door.dm

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

* More updating, fatter stechkin sprite

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-04 06:21:14 -03:00
senjx 0fcf099df9 Removes the compact combat shotgun 2: Electric Boogaloo (#50764)
* Removes the compact combat shotgun from the code.

* Removes the compact shotgun sprite
2020-04-30 21:01:43 -03:00
Iamgoofball a3aa69701a [READY] Basically, Instant Explosions 2: The Search For More Money: Eternal: A Tail Of Two Kitties: 33 1/3 (#50594)
About The Pull Request

Extools maptick stuff is in the game. Stolen from BeeStation/BeeStation-Hornet#1119, improves performance. Requires ex-tools on the server, though.

Explosions have been refactored to do the actual exploding in a subsystem.

Credit to goon.

Here's some videos!

Why It's Good For The Game
Basically instant max-caps now.
We can now give more of a tick over to the sending of map updates

Changelog

cl Goonstation Coders, Beestation, Extools devs
refactor: Explosions have been heavily optimized.
/cl
2020-04-30 10:27:53 +12:00
SomeoneYouProbablyKnow 7ce87578a1 Adds the detective wardrobe (#50564)
* Adds the det vendor and map changes

* Revert "Adds the det vendor and map changes"

This reverts commit 8c9c59935fbfe1a6e858f69d16684a21f911b093.

* Unfucks the mapmege expect box. box soon tm

* Literally A newline

* Box and other stuff

* Changes the sprite

* Kilo and donut

Co-authored-by: J? the J man <Zeldin.nick@gmai.com>
2020-04-24 17:04:36 -03:00
ArcaneMusic 14b7e63415 A bold new era of hydroponics (Large department rework/update) (#50001)
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request

Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.

Cool. Onto everything else.
Changes to hydroponics trays.

Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.

Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.

If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes

All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!

Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.

When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.

Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.

For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.

Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.

image
Why It's Good For The Game

Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog

🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
2020-04-03 16:56:25 +13:00
Fikou a59e4fb1b5 merges civilian and service departments (#50142)
* merges the service and civilian departments

* yee haw
2020-03-26 22:05:28 +08:00
Rob Bailey 2f127f8b95 More glowing stuff (#50109)
* vending machine framework

* wip

* all vending masks

* more glowing stuff

* dynamic unsetting of luminosity

* use define
2020-03-22 23:38:50 -03:00
81Denton 45917da07a Merge pull request #49964 from uomo91/psychologist
Psychologist
2020-03-21 21:37:05 +01:00
nemvar 6fd8240e17 Fixes critter crates (#50093)
* critter crates no longer disappear

* critter crates actually no longer disappear.
2020-03-21 09:46:45 -03:00
uomo91 c60670547e Creates a psychology locker and adds it to every map. 2020-03-20 09:43:35 -05:00
Bawhoppen 7f73fd2a7b Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
2020-03-12 05:06:09 -05:00
Ryll Ryll f9963454db Adds tackling (VIDEO INSIDE) (#49476)
* huthtuthuthuthtuhtuthuthuthuthtuthuthuthtuthut

* documents and expands, adds new glove types

* Adds slamming into tables and neatens up throwingdatum handling (+stuff)

* bit less squishy

* adds sprites, offbrands, swaps most combat insuls for tacklers

* adds dolphin and rocket gloves to BEPIS

* changes dna to traits, buffs tackling

* same as last commit but moreso

* updates docs, nerfs stuns

* vending machines, better docs

* window tackles for good measure

* gets window splats working

* polish off

* LAST DAY OF SCHOOL
2020-03-06 11:17:52 +08:00
Bawhoppen 1f82ec544e Merge branch 'master' of https://github.com/tgstation/-tg-station into prisoners 2020-03-04 20:02:26 -06:00
nightred 15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00