Commit Graph

4384 Commits

Author SHA1 Message Date
Vile Beggar d13420801b Properly adds a Janitor ERT (#42659)
* does the thing

* adds the regen thing to the sprayer

* adds a quite important addition to a comment

* capitalizes janitorial response

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* adds cobby's process suggestion
2019-02-06 15:56:31 -05:00
Militaires cecf676684 [Ready] Outputs datum (#41535)
Idea and instructions by @Razharas, many thanks.

This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.

This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.

Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.

New process for adding sounds:

    Create a new datum/outputs subtype.
    If you wish, write down some supporting text; this gives further meaning to the sound.
    Add multiple sounds to the sounds list, and weight them as you wish. (New)
    Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
    playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.

Maintaining implication is that from now on playsound should only be processing datum/outputs

This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.

Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image

Sound rings are completely modular and may be changed to any image.

In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.

cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
2019-02-04 10:25:48 +13:00
ShizCalev f09b0e7b44 fixed pronouns 2019-02-02 19:16:59 -05:00
Nirnael 2509decbc9 Fix tourettes function overload (#42592) 2019-02-01 12:25:35 -05:00
coiax 2ed34af9c0 Adds Paraplegic quirk (#42503)
🆑
add: Adds the Paraplegic quirk for -3 points. You start with unhealable leg paralysis
(persists through cloning), and have a wheelchair to move around the station.
/🆑

This is really popular for some reason.

This required a surprising amount of small code tweaks for it to "feel"
right in edge cases like being a job that had items in their hands or
joining on the arrivals shuttle.

Justification for -3 points: You move REALLY slowly, in a game that's
about generally running from security/the guy with the esword. And if
you die and get cloned and don't have your chair, you move even slower.
2019-01-30 12:08:54 -05:00
coiax e65e50e8d9 Traumas are copied when a person is cloned (#41852)
* Traumas are copied when a person is cloned

🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑

If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?

Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.

* Suggested changes
2019-01-30 11:36:20 -05:00
Jordan Brown 84a1b0cd6c Merge pull request #42586 from 4dplanner/antimagic
Antimagic works again
2019-01-30 11:33:48 -05:00
tralezab 1733858ba8 [Ready] Happiness drug overdose has special mood icons, badass syndies get sunglasses on their moodlet, creeps get heart eyes (#42502)
* mood_event.dm

* runaway - kanye west

* didn't take forever debugging how nice

* fixes and sanity

* moods are fun
2019-01-30 22:44:54 +11:00
Jordie dc4933012a Merge pull request #42464 from BuffEngineering/forth-times-the-yeah
Adds welding hardhats
2019-01-30 22:35:53 +11:00
4dplanner 7ad8fa48c6 ?. 2019-01-29 18:34:48 +00:00
Rob Bailey 08afd120f4 [Ready] Smoker and Junkie Quirks (#42477)
* drug quirks

* more work on junkie trait

* more druggie work

* work pls

* make the junkie trait actually fucking work and not runtime

* fix the smoker quirk

* fix capitlization on the reagent containers

* refactored

* less shitcode

* fix errors

* add meth and crank since it's 0.5u

* fix dupe chem + fix addictions list being loaded with null

* relapse mechanic

* have addiction applied on spawn again

* remember to compile kids

* some logic error corrections

* fix another logic error resulting in relapses never triggering

* fix the logic error that I thought I fixed to begin with but accidentally made worse

* I really have the fucking dumb right now.

* reset the addiction when it's readded

* better syntax for list addition

Co-Authored-By: actioninja <actioninja@gmail.com>

* suggested changes

* better new syntax

Co-Authored-By: actioninja <actioninja@gmail.com>

* turf var

* correct syntax error

* renamed vars

* announce proc instead of hacky logic

* clearer logic refactor

* increment operator

Co-Authored-By: actioninja <actioninja@gmail.com>

* make it actually compile

* no null patrol

* fix accessory spawning

* fix runtime from the reagent list being full of instances apparently

* buff pill contents so they actually satisfy addiction

* adds cigars to the smoker spawn pool

* I think this is what cyber means?
2019-01-29 10:11:13 -05:00
4dplanner 7a707d3c8f ! 2019-01-29 13:11:04 +00:00
4dplanner 89ded4fc4d Antimagic works again 2019-01-29 12:40:02 +00:00
Name 004792ba05 Rebase due to mime trickery
Cuts something that should be there


hardens pp


largens pp further


maximiezes pp 


fixes code


Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()


First Draft

Mostly works
Removes redundant code, adds other colors, adds to CE locker


oops forgot to


hardens pp


maximiezes pp 


Adds Initialize()


Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to


Attempts to balance the hardhat, adds to EngiDrobe


Removes unnecessary code and sprite, adds necessary sprite


How can commas be real if our eyes aren't real


Fixes bad slash


Fixes runtime


Optimizes code after runtime fix


Removes redundant code


Fixes 3/4


*scream


Makes visor coverage consistent with new sprites


Actually fixes the issue


samus? its an honor


Makes requested changes


Doesn't delete welding hardhat sprites
2019-01-28 16:28:40 -05:00
Time-Green 442bfdeca5 changes geladikinetic creation to geladikinesis
honestly its a mouthfull
2019-01-28 15:13:32 +01:00
Vile Beggar c98d9d054b Properly adds a drill sergeant hat to the warden's locker (#42533)
* does the thing - please work

* adds it to the locker

* remove var/datum

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* Update code/modules/clothing/head/jobs.dm

adds space

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* adds denton's review suggestion

it's a webedit but i tested it and it worked

* makes it a bit less annoying

* grammar fix
2019-01-28 03:10:57 -05:00
4dplanner 87ba21090c Megafauna cannot teleport (#42479)
Megafauna cannot teleport
2019-01-25 10:17:54 -05:00
PKPenguin321 1ab0c127dc [Ready] Adds a new power, Transcendent Olfaction, to genetics (#42414)
* adds Transcendent Olfaction to genetics
codersprite by me

* fixes
made messages work, added a new message
removed duplicate icon

* uses disgust instead of oxy damage

* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.

* makes it compile
2019-01-25 03:35:50 +11:00
Time-Green 9861efde71 Cryokinesis and Geladikinesis mutations (#42453)
* Adds cryokinesis and renames the cold resistence file to space adaptation

* adds cryokinesis

* fixes icon conflict

is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?

* fixes a typo and lowers instability of cryokines by 5

* Apply suggestions from code review

Co-Authored-By: Time-Green <timkoster1@hotmail.com>

* maybe reverts line ending?

* unfucks flags?

* probably unfucks line endings

i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
2019-01-23 15:20:56 -05:00
Trilbyspaceclone 555f0bda23 Fixes power tool drill fitting in boots/wallet (#42476)
* Update wallets.dm

* Update pockets.dm

* Apply suggestions from code review

For when people forget how sister code works

Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
2019-01-23 14:32:04 -05:00
4dplanner ea4234cd81 legion cores remove CC instead of adminhealing [READY] (#42378)
* legion cores remove CC

* legion -> regenerative

* lore

* Icons

fixes last reference to legion core in status

* Automatic creation of classes is possibly the worst feature of all time

* Moves remove_CC

* Review changes
2019-01-22 11:57:53 -05:00
tralezab b7c5559146 [READY] fixes roles that shouldn't be creepy being creepy and the jealousy objective asking you to assassinate the obsession + missed sanity (#42389)
* adds station positions global list

* She don't believe in shootin' stars But she believe in shoes and cars Wood floors in the new apartment Couture from the store's department

* missed comma

* embarassing

* Update code/modules/antagonists/creep/creep.dm

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* parentheses

* shiver me timbers

* Hey, great work Mac! Now let's take down the next circuit!

* a plethora of fixes
2019-01-22 22:15:02 +11:00
PKPenguin321 a918476cf4 Two new electric powers for genetics (#42437)
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!

* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages

* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
2019-01-22 22:06:29 +11:00
Jordan Brown f9a765b36d Merge pull request #42458 from Menshin/alternate_appearance_overlays
Adds a "transfer overlays" option to alternate appearances
2019-01-21 16:56:48 -05:00
granpawalton 6297437fe8 Fixes oxyloss icon showing up when someone has the self respiration symptom (#42315)
* makes a new proc so that NOBREATH may be added upon reaching stage 4 in the self respiration trait

* updates stage when it should

* now uses trait system correctly and removes unnecesary code

* update_stage no lonnger takes src as a parameter

* change_stage has been renamed on_stage_change

* Update code/datums/diseases/advance/advance.dm

Co-Authored-By: granpawalton <36310010+granpawalton@users.noreply.github.com>

* end now checks to see if self respiration is on a stage with the trait

* oxygen on_stage_change now returns true or false
2019-01-21 13:26:37 -05:00
Menshin 5127c72ea3 * Added an option to transfer (and update) source overlays on an alternate appearance image
* Fixed a missing Alien Queen action icon (switch size)
2019-01-20 18:37:08 +01:00
Jordie 945c19b5ec Merge pull request #42382 from coiax/heirloom-observer-check
Observers can tell if an object is a family heirloom on examine()
2019-01-18 22:56:04 +11:00
tralezab a89c5aee03 [READY] petting all dogs makes you happy, petting cats now makes you happy #freepugs (#42373)
fixes #42361
closes #42363

i changed the moodlet instead of where the wuv proc is, so it should pick the initial name of the dog and say something like "pugs are so adorable! i can't stop petting them!" but for all kinds of dogs

the only thing is that this name doesn't change if you pet a pug and then a corgi because they are classified as the same buff, i could make the name of the buff the same as the mob you are petting so you could stack happiness but that would be a balance change, imagine how happy you could get locked in a room with every kind of dog in the game
2019-01-19 00:13:04 +13:00
coiax 881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
Qustinnus e1d360ff05 [ready] Golem DLC pass 2018 (Adds new golem types) (#41951)
* Bronze golem

* adds creation

ad

* removes shit adds shit

* temp

* fff

* bone, leather and cardboard

* fff

* boneyard

* temp

* ahahahha dumb moron

* adds durathread golem sprites

* reee

* ass

* Auto stash before merge of "golemgang" and "origin/golemgang"

* fix

* uuh

* d

doned

* remove dupe
2019-01-16 13:42:20 -05:00
Jack Edge 8a4f1e9081 Observers can tell if an object is a family heirloom on examine()
🆑 coiax
tweak: Observers are able to see family heirloom messages when examining
objects.
/🆑

I mean, it bugged me the once time that I suspected a random object was
an heirloom, but had to use VV to check.
2019-01-16 07:48:28 +00:00
coiax dd22f63ca8 Fix communication disorder plus mutadone causing chat spam (#42340) 2019-01-15 17:18:22 -08:00
Jordie 0c92e1d8e4 Merge pull request #42314 from coiax/buff-spiritual
Improves Spiritual quirk
2019-01-12 18:02:30 +11:00
Qustinnus 31c19654e0 reworks emote sound code & adds screaming (Which only works if the code forces it. *scream wont make a sound) (#42216)
* done

* adds moth scream

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/datums/emotes.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* 1

* fixed

* fixed

* wew
2019-01-11 13:43:03 -05:00
Jordan Brown 1272b8a2af Merge pull request #42309 from coiax/no-random-creep
Gaining the creep trauma no longer happens via brain damage
2019-01-11 13:39:20 -05:00
coiax 23c663c448 Wearing freshly washed clothes makes you feel better (#42129)
* Wearing freshly washed clothes makes you feel better

🆑 coiax
add: Wearing a jumpsuit that's been washed in a washing machine
will give you a positive moodlet.
/🆑

In addition, cleaned up the washing machine code so there no longer
needs to be a "has_corgi" var.

* Laundry is only clean for 5 minutes
2019-01-11 18:05:03 +13:00
Jack Edge 5632b78831 Improves Spiritual quirk
🆑 coiax
add: Players with the Spiritual quirk now spawn with a pack of candles
and a box of matches, for better communion with their chosen power, and
get a mood boost while near a holy person (generally the chaplain).
/🆑

Makes Spiritual not just a quirk that literally requires admin
approval to pay off. Have some free candles, talk to the chaplain to
cheer up, and maybe you'll be able to gang together to convince the gods
to give you an angry bloodcrawling duck.
2019-01-10 23:06:15 +00:00
Jack Edge 356c960ceb Gaining the creep trauma no longer happens via brain damage
🆑 coiax
tweak: The creep trauma/antagonist is no longer gained via brain damage.
/🆑

Stops self-antaging from repeated brain damage/healing, and also just
generally leaves it only assigned via the event or admins.
2019-01-10 21:28:35 +00:00
coiax 00b53b276a Improves quality of flavoured cigarettes (#42181)
* Improves quality of flavoured cigarettes

* Menthol cigs taste equally of smoke and mint while still buffing
2019-01-09 14:00:54 -05:00
Dangerous dingidy doo a229d0998f Adds Combat Gloves Plus for operatives at 5tc (#42250)
* Combatgovesplus 1

* Combatglovesplus 2

* Combatglovesplus 3

* Combatglovesplus 4

* Combatglovesplus 5

* Combatglovesplus 6

* i have good england grammar I swaer

* fixed a slight english fucky wucky

* Allright done coiax

* I am probably retarded coiax not gonna lie

* you got me convinced GuyonBroadway
2019-01-07 11:49:32 -05:00
tralezab 240cb31e12 [READY] New Side Antagonist: The Creep! (#42021)
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl

There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.

One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:

    A random creepy objective. It could be taking a photo with them in it, hugging them, etc
    After your are done with your objectives, kill them. you can't complete the objectives when they are dead!

Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
2019-01-07 19:18:35 +13:00
oranges c2262fc8c9 Merge pull request #42226 from nichlas0010/mood_quirk
turns the 2 hygiene quirks into mood quirks
2019-01-06 20:37:22 +13:00
WJohn 3a23c4560b Redesign the Raven Battlecruiser escape shuttle (#42211)
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.

This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
2019-01-05 15:02:05 -08:00
Nich 152cf42c59 turns the 2 hygiene quirks into mood quirks 2019-01-04 21:40:01 +01:00
Jordan Brown 6d90ffb5b0 Merge pull request #42196 from AutomaticFrenzy/patch/miasma
Fix miasma infecting space
2019-01-04 10:06:39 -05:00
oranges 8736493c02 Merge pull request #42182 from coiax/fixes-void-popping
Fixes mobs being left in inconsistent state with the Void mutation
2019-01-04 13:15:10 +13:00
Tad Hardesty adb9c884d3 Create gas mixture and use assume_air 2019-01-03 16:00:20 -08:00
Tad Hardesty 42250b3d5e Stinky people no longer stink up space 2019-01-02 15:49:12 -08:00
Tad Hardesty 36a611b49f Fix miasma infecting space 2019-01-02 15:09:30 -08:00
subject217 5a52f8a7bf Removes smugglers satchels (#42166)
* Removes smugglers satchels

I love the cutie reading this

* remove smuggler's satchel from code

* removes all smugglers' satchel persistence code

* removes remaining things

storage component for smugglers, the miracle ruin (uses smugglers), the dme
2019-01-02 15:28:26 -05:00