Commit Graph

3353 Commits

Author SHA1 Message Date
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
TemporalOroboros e9f9ad1e34 Makes Metalgen Unrecycleable (#55417) 2020-12-09 23:34:27 -08:00
Timberpoes d5a57a8cd8 ClF3 no longer melts walls. (#55335) 2020-12-07 19:47:46 -05:00
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 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
Qustinnus 9c85aba400 Fixes newfood reagent transfer and food trash' to_chat (#55150)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-02 02:04:58 -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
Ryll Ryll 1b9777df1f Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
2020-11-28 07:44:28 -03:00
MrMelbert c8536907fc Accidental Consumption post-food refactor cleanup (#55152)
Renames a bunch of vars to be more descriptive
    Removes old references to snacks
    Updates some code slightly
2020-11-26 14:41:26 +00:00
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
NightRed fb51b24d21 Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
2020-11-24 22:37:36 -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
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
XDTM 03de3dfb07 Adds a set of nanite storage protocols as a Bepis research, plus small nanite adjustments (#54710)
Adds a new set of nanite protocol programs as a researchable Bepis tech.
Protocol programs are programs that are mutually exclusive within their time, so remember that only one of the following can be active at once in the same host.

    Hive Protocol: Makes nanites use space more efficiently, increasing maximum volume by 250 (500 -> 750)
    Zip Protocol: Makes nanites use a compression routine when not in use, increasing maximum volume by 500 (500 -> 1000) but consuming 0.2 nanites per tick to perform the zipping/unzipping
    Free-Range Protocol: Makes nanite use looser storage routines, reducing the maximum volume by 250 (500 -> 250) but gaining 0.5 nanite replication rate
    S.L.O.P. (Safety Level Override Protocol): Removes nanite storage safety measures, allowing them to reach up to 2000 volume. However, when the volume surpasses the maximum recommended volume (500) the host will start to suffer from side effects, manifesting in slow organ damage. The more the nanite volume approaches the physical limit, the more harmful it becomes.

Replaced the Tinker Nanite Replication Protocol with the Pyramid Protocol, which gives an extra 1.2 regeneration rate, but only while the nanites are at 80% volume or above.
Renamed the Offline Production Protocol to Eclipse Protocol.

Chain detonation now uses dyn_explosion(), at a rate of 1 power per 50 nanite volume. The power level should be similar to how it was for normal nanite volumes, but it should scale more linearly when going above the limit with the new programs.

If nanite volume is suddenly significantly higher than the maximum allowed (likely caused by deleting an active storage protocol) the extra nanites will be forcefully expelled from the host's body, which can range from minor oozing, to vomiting puddles of nanites, to nanites rapidly bursting from eyes, ears, and skin pores.
Despite how it looks, this process causes no lasting damage, since it's a security feature made to prevent acute nanite poisoning.

Added some comments on a few nanite functions.
Refactored vomit code to make it a bit more customizable. The toxic arg (supposedly used to choose an alternate vomit icon, but in fact not functional) is now vomit_type, and purge (which determined vomit would remove 10% of reagents or 67% of reagents) is now purge_ratio, which accepts custom values. Made the refactor mostly to allow a 0% ratio, but it can be handy in other future uses.

Adds extra content to Bepis research, giving a little more reason to invest money into it.
Creates more options to customize a previously rigid parameter in nanites, maximum nanite volume. This opens up strategies that involve storing up large amounts of nanites for special occasions, or viceversa reducing the maximum rate to get more constant replication rate to sustain continued programs.
2020-11-20 12:07:20 -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
NightRed acffe7159d Reagent holder over exposed (#54999)
Sent the wrong value to expose_single in reagent holder causing a over exposure to some items like iv bags making you a blood balloon.
2020-11-18 11:31:51 -05:00
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
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
ATH1909 80882a53a8 fixes the flags of some shocks (#54906)
## About The Pull Request

The shocks from the shock touch mutation now ignore insulated gloves, because you're touching your victim's body, not giving them a handshake.

The shocks from punching charged energy fields (special holosigns from emagged cyborgs) now DON'T ignore insulated gloves, because you're literally punching them with your hand.

The shocks from running into charged energy fields now DON'T ignore insulated gloves, to be consistent with things like electrified doors.

The shocks from the on_mob_life() effect of liquid electricity now ignore insulated gloves, like the shocks from the on_mob_life() effect of teslium do (thanks for pointing this out, Angustmeta!).

## Why It's Good For The Game

Logical sense and consistency in what forms of protection shocks check for are good things, I think.
2020-11-13 13:23:23 -05:00
Gogo9001 7619716769 Removes yellow slime core plasma reaction, part 2 (#54569)
* Removes yellow slime core plasma reaction, part 2
* Update slime_extracts.dm
2020-11-10 23:14:59 +00:00
IndieanaJones 0279109cf9 Spider Rework (#54451)
Spider refactor and hostile animal stamina changes.
2020-11-10 15:31:08 +01:00
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
cacogen 4b82f0c0eb Fixes chem master pills not being output to inserted pill bottle
chem_master.dm: Fixes pills not being output to inserted pill bottle
2020-11-03 03:04:09 +13:00
Rohesie c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
necromanceranne 6ae9d3856b Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
2020-10-29 00:22:18 -03:00
TheObserver-sys a5e6db8f99 Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.

Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.

Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
2020-10-25 00:29:00 -03:00
carshalash 43f1e8ec58 Introduction of sweet Italian Liqueur, Amaretto (#54466)
About The Pull Request
New Alcohol Amaretto and various cocktails
2020-10-21 16:48:21 -04:00
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
Fikou 500608ac6d removes hexane (#54437)
removes hexane gas from video game

(the ability to hear dchat got removed like half a day ago) (Lemons note, it's been more then half a day)

it will speed up atmos a bit with less reactions, the reagent from the gas does the same things as halon + bz and the reaction from it is pretty similar to halon, they are both gases that exist to stop fires, i dont think we need both
2020-10-19 11:41:25 -07:00
spessbro 01493a7d0e Monkey Powder Part.2 (#54019)
* feexed :)

* i monke

* brain bad

* oopsi
2020-10-18 20:10:47 -04:00
Timberpoes 7b27a6a4d3 Fixes the silver solidification reaction and snakes up all solidification type paths. (#54414) 2020-10-16 18:37:24 -07:00
Ghilker ec64b37e4b hexane refractor and rework (#54263)
Hexane no longer grant the ability to hear dchat (yep it was a bad idea) (Lemon's note: I am very dumb)
Hexane now gives the resist heat trait to fight fires better but can give you a lot of hallucinations
2020-10-16 01:36:03 -07:00
nicbn a1c59cc9bc Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
2020-10-15 19:46:36 -03:00
Krysonism a56ddd8782 Werewolves rejoice! (removes silver from the dispenser). (#54327) 2020-10-15 13:52:31 -03:00
ZeWaka 9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Qustinnus 3068082e35 sodium chloride is now called salt (#54328) 2020-10-12 15:19:09 -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
ArcaneMusic 19d1adc78a [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)
Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.

This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.
2020-10-09 01:47:46 -03:00
spookydonut 2a0eac8772 Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly 
fixed that with SpaceManiac/SpacemanDMM#214

Some of these are wacky but overall this pr is harmless

signals shouldnt sleep even in weird 1 in a million situations or due 
to other people adding bad code

overrides of changeling can_sting() use alert() and input() and that's 
just too fucked for me to fix in this pr
2020-10-08 17:06:19 -07:00
Timberpoes d5402dc459 Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.

Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.

Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
2020-10-07 15:42:02 -03:00
MIK517 192e9aa941 No more magical transformation of condiment containers on reagent change (#54102)
* Removal of magical transformation of condiment containers on reagent change.

Instead allows to set specific style for condiment bottle when creating via CondiMaster.

* Codestyle fixes

* DMDOC comments.

Also removed var/useramount and proc/isgoodnumber from /chem_master

* Recompiled tgui.bundle.js after rebase
2020-10-03 09:36:10 +03:00
ShizCalev 16503229be Merge pull request #53983 from nightred/chemmaster
ChemMaster does not need beaker to destroy chems
2020-09-30 11:08:44 -04:00
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
wesoda25 23eca95c3d Scales ethereal power capacity and interactions upwards (#53984)
Basically, all ethereal charge capacity and interactions have been scaled upwards by 20x.

Power wise, ethereals now hold up to 3000, with the max safe threshold being 2000. For reference, upgraded powercells can hold 2500, with high capacity holding 10K).

All appropriate values have been tweaked to match this change. There shouldn't be ANY sort of noticeable difference in game, aside from power sources depleting faster, and a few values which I decided to tweak for balance reasons. They are: power cell draining time is 1.5 seconds longer, and light draining time is 0.5 shorter. Also, draining cells has less of a punishment multiplier upon the cell now, (originally, the the cell lost 33x as much as you received. now its 12x). (to avoid returning to this in why its good, I did this because now that ethereals are capable of holding more, I can afford to have less of a punishment, while still maintaining a reasonable level of punishment).

Also some minor code and grammar improvements.
2020-09-29 06:24:12 -03:00
nightred 645ad11cfb sad 2020-09-27 11:08:37 -05:00
Timberpoes 1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
nightred 42f2981b97 early breaks done well 2020-09-25 21:30:14 -05:00
nightred 074e745727 why beaker 2020-09-25 21:16:32 -05:00
Timberpoes c2b8b5c0ce Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
2020-09-24 13:51:40 +02:00