Commit Graph

1289 Commits

Author SHA1 Message Date
LemonInTheDark 92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
Ghom b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Qustinnus 8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Qustinnus 4650a5d7ee Sound Environments - Adds reverb and echo to rooms (#55333)
Jack and Style figured out that sound environments can be cancelled by setting some settings in Echo. By default audio has no reverb, but if a sound environment is selected in playsound_local it will become a reverb sound.

This makes every room sound a bit different. The only caveat is is that if you move into another room, Already playing sounds will transition into the new environment, which sounds odd.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-12-07 11:53:58 +02:00
Coffee 2ddd7d994b Adds amputation shear suicide (#55308)
* part 1

* now works

* uhhuh

* and i oop

* snip snip

* SNIP SNIP

Co-authored-by: Coffee <crashkray@gmail.coom>
2020-12-03 17:20:33 -05:00
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
antropod 97a89f75c2 Detect if ghost reentered the brain (#54975) 2020-11-24 18:19:14 +08:00
zxaber 9201846090 Fixes tool implant tools being storable in boxes (#54914)
* Moves storing tool implant items to use the drop hotkey rather than a dropped item event

* de-debugging
2020-11-24 18:14:44 +08:00
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
NightRed 29a67ab7fd Ensure reagent holder on stomachs (#55003)
Forgot that all stomachs are not organic and edible.
This ensures that the stomach has a reagent holder.

Fixes #54995
2020-11-18 11:32:34 -05:00
NightRed de0b8397b7 Stomach food reagents on vomit (#55002)
Missed check for stomach food reagents in stomach vomit code causing pain.
Now vomit code checks that the reagents it has are not in the food reagents when applying damage.

fixes #55000
2020-11-18 11:31:29 -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
prodirus da2c7914c0 Luminescent eyes no longer toggle back on with movement. Colour switching keeps light on. (#54873) 2020-11-08 22:48:15 -08:00
TemporalOroboros edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
Capsandi 484f8f2d5f [READY]Removes Nitryl burn damage and adds Nitryl decomposition reaction (#53821)
This PR removes the burn damage you accumulate when breathing nitryl and adds a reaction to breakdown nitryl into its components(excluding bz) when in contact with oxygen under 600k. This produces small amounts of heat.

Nitryl, as it stands, is barely made or used due to the constant damage you take from breathing it, which causes damage slowdown after less than a minute of use. By making nitryl unsafe or unable to breathe with oxygen present, users must turn to pluoxium while using it in tanks, or hyper-nobilium when filling a room with it. BZ is not refunded if you waste your nitryl.
You now burp while breathing nitryl instead of gasping because it no longer directly harms you.
Breathing nitryl will cause lung damage proportional to the amount you are breathing at a rate proportional to the amount you are breathing when it makes up more than 10% of your breath.
2020-10-24 14:16:15 -07:00
Ghom b6099da14b Merges species/var/list/default_features with species/var/list/mutant_bodyparts. (#54525)
default_features and mutant_bodyparts have been used ambivelently since a long time, so I'm merging the two together and replacing relevant 'in' list access operations with '[ ]' for performance while I'm at it.
2020-10-23 14:05:31 -03:00
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
zxaber 2fdf13f218 Activate Held Object and Drop hotkeys (Z and Q by default) now activate and store arm implant tools (#53893)
* Self_attack for arms if the hand is empty

* Oops

* Light runtime fix

This is not my runtime, but I will fix it all the same

* return better good

* How about a variable name that actually fits

* asdf
2020-10-16 20:44:22 -04:00
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
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
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
ArcaneDefence b344d2e822 Fixes NOBLOOD species having hearts (#54239) 2020-10-09 01:45:50 -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
NightRed 79b5759383 Corrects path error in blood filter surgery (#54168) 2020-10-04 14:19:24 -07:00
Qustinnus 3c145788d0 Fixes monkeycube size and organ callback and microwaves (#54095)
* fixes

* dumb runtime

* fixes eggs
2020-10-01 15:24:42 -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
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
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 509f04b17a Clears up issues moods and alerts on gain of NOBREATH (#53908)
Fixes up the gain of the NOBREATH trait to clear breath related moods and alerts.
Added a godmode fix up for humans also.
2020-09-24 14:59:13 -03:00
Tad Hardesty f80836d00d Fix broken dmdoc crosslinks (#53896)
- Backtick-escape code samples which contain `[]` syntax.
- Fix all crosslinks to nonexistent symbols.
- Somewhat improve docs for qdel defines, research defines, dynamic mode, and others.
- Remove unused bloodcrawling defines.

Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR.

New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version.
2020-09-23 03:47:44 -03:00
Ryll Ryll 105107bb41 Fixes scars sticking around after a limb is dismembered (#53763)
During dismemberment from wounds, some scars would stick around even though the limb was no longer attached to the person. This was because I removed the scars from the person before removing the wounds, which itself would create more scars that would still be tied to the victim's scars. This fixes that, and tidies up some related code as well. Notably, you can now see which types of wounds a detached limb is suffering from by sight. Also, I have no clue what happened before when you attached a limb with existing wounds to someone, but I've made sure it applies the wounds to the person where they left off.

I also realized I made an order of operations error in the self-treatment for broken bones (with the bone gel and surgical tape) on the bone gel step, which made failing these treatments and briefly passing out/wasting a use of the gel 38 percentage points more likely than intended. This corrects that, so the base is 25%/45% failure for severe/critical blunt wounds. It also raises the bonuses to succeeding you get from painkillers a bit since you're going through a lot of trouble for all this already.
2020-09-23 02:48:11 -03:00
TiviPlus ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Ghilker 5d83a52bb6 Healium is too powerful we need to nerf it! (#53766)
Healium was too stronk, nerfed it to behave like a good gas.
Added coughing and euphoria mood if breathed in small quantities to alert the player.
Sleep if it is 3 moles in the air for 3 to 5 seconds
Sleep you if is more than 6 moles and it heals you while knocked down.
Lowered the amount of healing done

Edit: It doesnt knock you out, it makes you sleep now, since the knockdown effect was so strong that people wouldn't wake up
2020-09-21 00:17:58 -07:00
Timberpoes 9a814a9e8c Skeletons and other bloodless creatures no longer suffer repeated heart attacks. (#53838)
Added simple code guards at the start of the two remaining peices of code that are responsible from spamming heart attack messages to early return if the owner doesn't actually use their heart.
2020-09-20 06:49:34 -03:00
Ghilker 29c0ed1b00 Remove bad reference from atmos (#53781)
Change the name from Cyrion B to Zauker due to the easy connection the bad groups in the past

Not getting a repo ban is good
2020-09-17 13:51:15 -07:00
Jared-Fogle 8505c4e4cf Fix surgery initiation runtime. (#53697)
* Feex

* More feex

* Wingfeex feex
2020-09-16 03:08:21 -07:00
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
Timberpoes c07d14a1fc Wingfeex feex 2020-09-14 02:06:27 +01:00
Timberpoes 9fc2a37d3f More feex 2020-09-14 01:52:02 +01:00
Timberpoes e361b0adf9 Feex 2020-09-14 01:48:47 +01:00
Tad Hardesty 899a9e04cb Fix some missing Initialize hints (#53566)
* Fix some missing initialize hints

* Whitelist /mob/dview not calling /atom/Initialize()

* Better idea
2020-09-13 20:34:12 +08:00
Wallemations 11073f55ec Fixes some issues with sign language & makes some things more clear (#53610)
Changes the name of the recipe for the gloves to make them more clear
Adds a note in the tongue file to make sure it's clear you SHOULDN'T SEE THAT TONGUE.
Adds a unique chat message for mimes who use sign language, to make it clearer you can't cheese as a mime
Adds a unique slurring verb for drunkards
Removes the ability for sign languagers to use megaphones, which I forgot existed in the game. 
Punctuation removal now replaces all punctuation used with periods rather than with blank space, to reduce run-on sentences.
2020-09-12 18:57:49 -07:00
NightRed 6197be5bf3 Organ removal ends metabolizing reagents in the organ (#53619)
If an organ contains reagents it will end metabolizing them on removal.
2020-09-12 01:45:46 +01:00
Rohesie 457a3bb414 limb disabled refactor (#53374)
Fixes #53219
    Nukes is_disabled()
    Turns several variable value changes into events.
    bodypart_disabled turned into a boolean value.
    BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
    Cleans some code and reduces number of updates, as only the extremities have a disabled effect.
2020-09-11 17:59:09 +01:00
Jared-Fogle 55adfd3804 Fix seeing surgeries while blind (#53500)
Fixes #53295.
2020-09-11 00:28:02 +01:00
LemonInTheDark 9e25e97370 Merge pull request #53013 from Ghilker/reactions-go-BRRRR
The scope of this PR is to add new and interesting stuff to the atmos crew and to bring more people to it both old and new.
This PR adds 5 new gases, a bunch of reactions (i'm still working on this but suggestions are useful), new recipes and items to the atmosians arsenal. These gases have high utility for everyone, atmosians will find them useful to do their job both as firefighters and air maintenance.
FINAL GAS NAMES (will change only if a maintainer ask about it)

Healium
Proto Nitrate
Cyrion B
Halon
Hexane

reactions avaiable in this PR: https://drive.google.com/file/d/1e6DZlBaKSCNdCADKnrH3F3aDWvl0iZr4/view

What the PR add:
-Healium: a red gas, stronger than n2o if breathed, with healing properties
-Proto Nitrate: a green inert gas if breathed but with different reactions with various gases at high temperatures
-Cyrion B: a black deadly gas if breathed that decompones very fast if exposed to N2 even at minimal amounts
-Halon: a light blue gas that when used in a fire it will suck up the O2 and will help cool the room, helping fighting the fire
-Hexane: a purple gas that has the ability to filter from the air plasma and n2o, useful to clean distro from the harmful gases quickly
-Healium Crystal: a reddish crystal that when broken will explode cooling the room and removing the plasma from the air (act like a grenade)
-Proto Nitrate Crystal: a greenish crystal that when broken will explode refilling a space with O2 and N2
-Cyrion B Crystal: a blackish crystal that when broken will explode dealing damage around it
-Metallic hydrogen recipe addition (atmosian armor and fireaxe)
-Statue of an elder atmosian (for bragging rights)
-Supermatter Interactions
-More gas interactions (Roinnel have multiple and different interactions)
-New RPD device: the pressure valve, a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure it's getting atomized
-Fusion is a bit "easier" to start (minor changes to the math so that the instability is more reasonable)
-pluox can be also made without using rads
-cyrion-b bounty
-all 5 gases can be sold to cargo

More stuff needs to be added (like the SM interactions(added) and probably more reactions and breathe reactions)
Please leave suggestions and feedbacks as it helps improve the PR

Atmos desperately need more content and need to be proactive in the making of its tools, with this PR is a start to more atmos content

🆑
add: hydrogen + rads = trit
add: 5 new gases
add: Healium : made from Bz + Freon + cold, it knocks people down but have healing properties
add: Proto Nitrate : made from pluox and H2 + heat, it has different reaction with a bunch of other gases
add: Cyrion B : made from hypernoblium + stimulum around 0°C, it has heavy damage if breathed but is decomposed rapidly by N2
add: Halon : made from bz + trit + cold, it reacts with O2 at high temperature removing it and cooling the air, helping putting out fires
add: Hexane : made from bz + H2 + cold, it reacts with plasma and n2o and removes them from the air mix, filtering them.
tweak: stimulum no longer require plasma
add: canister sprites, gas sprites
add: crystal from gases formation and reaction
add: new metallic hydrogen recipes
add: elder atmosian statue
add: supermatter interactions
tweak: minor changes to fusion math to make it "easier" to start
add : pluoxium can be also made without using rads (not removing the rad production one) (this also produces a minimal amount of h2)
tweak: lowered hypernoblium min temperature of reaction
tweak: metallic hydrogen production more common
add: cyrion-b bounty
add: all 5 gases are up to selling
/🆑
2020-09-10 03:00:51 -07:00
ATH1909 36e0206849 da dadadada da da, dada da da, dada da da, da (#53405) 2020-09-08 20:20:57 -07:00
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