Commit Graph

422 Commits

Author SHA1 Message Date
Ikarrus 2191a2c33d Datum-Based Gangs 2015-07-02 15:12:55 -06:00
Cheridan 87cd31c11f Merge pull request #10211 from Ikarrus/burntweaks
Destructible Clothing Tweaks and Fixes
2015-06-29 21:38:20 -05:00
Ikarrus 4f4b8f1774 Merge branch 'master' of https://github.com/tgstation/-tg-station into burntweaks
Conflicts:
	code/game/objects/structures/crates_lockers/closets/job_closets.dm
2015-06-28 19:00:16 -06:00
phil235 5f3bcf9eaf Fixes a runtime with cleanable/shreds when it is burnt. 2015-06-28 21:09:54 +02:00
phil235 e8d3deafab Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidFix
Conflicts:
	code/modules/clothing/masks/gasmask.dm
2015-06-28 15:22:21 +02:00
Ikarrus 7894263033 Destructible Clothing Tweaks
- Fixes runtime with burning decals without reagents
- Adjusts some burnable flags
- Removes minimum shred prob()
2015-06-27 13:33:33 -06:00
Ikarrus 6cc17a6243 Resolved Conflicts:
code/modules/clothing/clothing.dm
	code/modules/clothing/masks/gasmask.dm
	code/modules/clothing/suits/bio.dm
	code/modules/clothing/suits/utility.dm
2015-06-27 00:17:02 -06:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
phil235 ee13658752 Merge pull request #10018 from pudl/sam
Abandoned Crates (Ported from Baystation12)
2015-06-26 19:07:58 +02:00
Ikarrus 3d5f126779 Destructible Clothing [WIP]
- Clothes can be set on fire and extinguished
  - Any item can technically be set on fire and extinguished now, but only clothes (and paper) actually burn right now
  - All of a mob's clothing are burned if the mob is husked by fire
- Clothes will also have a chance of being shredded if you are caught in a bomb blast
  - The bigger the explosion, the higher the chance they have of being destroyed
  - Outer layer clothing (headgear and exosuits) take the shock first, which absorbs some of the shock for the clothes it covers, according to it's bomb armor
2015-06-25 00:06:47 -06:00
phil235 a029f2852a Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidFix
Conflicts:
	code/modules/reagents/Chemistry-Reagents/Blob-Reagents.dm
2015-06-24 21:15:09 +02:00
phil235 ac63896910 - Foam/moke lifetime is no longer affected by reagents volume.
- Remove show_message argument from blob reagent reaction_mob()'s and remove the if(show_message) send_message(). Now send_message is called directly on each blob strike.
- Changed blob reagent effects to depend on volume so blob spore smoke isn't deadly.
- Breathing smoke now reduces its life expectancy and calls reaction(INGEST) with the accurate amount of reagent.
- Adjusted the effects on mobs of some other reagents.
- Adjusted reagent amounts in chem grenades.
2015-06-24 20:58:22 +02:00
Iamgoofball a8ec1c76df Merge branch 'master' of https://github.com/tgstation/-tg-station into graphics
Conflicts:
	code/ATMOSPHERICS/atmospherics.dm
	code/game/machinery/computer/computer.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/structures/crates_lockers/closets/fireaxe.dm
	code/game/objects/structures/musician.dm
	code/game/objects/structures/tables_racks.dm
	code/game/objects/structures/window.dm
2015-06-23 12:54:26 -07:00
Cheridan 62e635484a Merge pull request #10069 from Ikarrus/gangrecruitnerf
Gang Update: Recruitment Edition
2015-06-23 14:33:13 -05:00
Ikarrus 3b326a973b Additional Changes 2015-06-22 22:29:51 -06:00
TheVekter ab4a0ade28 fixed the changelog FOR REAL THIS TIME, also fixed bad coding 2015-06-22 21:30:50 -05:00
TheVekter 6b5676bd7f Tweaked the meteor screen shake a bit, grav anoms now throw shit, and rods don't gib anymore. 2015-06-22 01:19:12 -05:00
phil235 e86354bbed another fix and smoother smoke fading. 2015-06-22 02:43:26 +02:00
phil235 5242108c4d a few fixes 2015-06-22 01:39:32 +02:00
phil235 b0cd6d34b1 Lots of work on acids, smoke, foam, reagents reaction() proc.
- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more

simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also

how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is

"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect

and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon

as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
2015-06-22 00:35:24 +02:00
Cheridan a2948ba203 Merge pull request #9956 from Jordie0608/whocodesthecodemen
Various admin improvements
2015-06-20 00:53:30 -05:00
Cheridan a45804dcfe Merge pull request #10033 from optimumtact/reeeeeeee_hitby_messages
Hitby messages removed, may help with singularity lag from throwing
2015-06-20 00:19:03 -05:00
oranges ea1df76a6d Hitby messages removed, may help with singularity lag from throwing 2015-06-19 15:32:56 +12:00
Thunder12345 bfb2345726 Moved combat shotguns to shotgun/automatic/combat
- shotgun/automatic/ will pump itself automatically on firing
 - combat shotgun capacity nerfed to 6 rounds
 - replaced all instances of the old path with the new one
2015-06-17 15:25:59 +01:00
pudl 58b436fe1f adds abandoned crates to code, adds crate spawners to code, distributes crate spawners across maps 2015-06-17 09:07:28 -05:00
Jordie0608 a67de221cc JMP replaced with FLW, fixes and adds a bunch of key_name checks in adminlogging 2015-06-14 23:37:35 +10:00
Iamgoofball c2256d41fc BAR NOW SHOWS UP ON THE OBJECT YOU'RE INTERACTING WITH 2015-06-13 13:58:08 -07:00
KyrahAbattoir d6c0ebdc1b Mapping tool: adds a "structure" spawner that can be used to create "sets" of objects in a turf at runtime rather than having to stack objects in the map editor. Included are two presets for window and rwindow with a "wiring friendly" icon. 2015-06-05 11:39:23 +02:00
Cheridan 2d998452db Merge pull request #9715 from Firecage/datumspaths
Changes alot of datum/ to /datum/, also includes other path types such as /obj/
2015-06-02 23:04:51 -05:00
Jordie bd0f38f1bc Merge pull request #9535 from RemieRichards/IBetYouDontEvenUnderstandSmoothwalls
Ports /vg/s Smoothwall code
2015-06-02 16:31:42 +10:00
Firecage f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
xxalpha 62426279b4 Added department security spawn points and fixed dep sec spawning. 2015-05-16 22:20:31 +01:00
Remie Richards cf536a9c16 Ports /vg/s Smoothwall code, Angry all caps comments from N3X15 included. 2015-05-16 21:05:18 +01:00
Cheridan 9dfc13cbb7 Merge pull request #9491 from RemieRichards/ManyImageCaches
Misc Image Caches
2015-05-15 13:44:21 -05:00
Remie Richards 28cd8ea0f1 Image Caches:
Mining rock turf edge overlays
Alien weed overlays
SMES overlays
2015-05-14 16:40:15 +01:00
Cheridan ba20b8a265 Merge pull request #9352 from Jordie0608/redefiningwhatitmeanstobeadefine
Resolves #1358, /code/defines/obj.dm reorganization
2015-05-13 09:23:56 -05:00
Jordie0608 7357a10f68 more fixes 2015-05-11 20:27:16 +10:00
Jordie0608 e810855367 reorganizing stray objs in /defines 2015-05-05 21:18:21 +10:00
MrStonedOne eb7d5fefa5 Merge remote-tracking branch 'upstream/master' into step-aside-aran-im-here-to-touch-your-precious
Conflicts:
	code/controllers/subsystem/ticker.dm
2015-05-02 03:03:29 -07:00
MrStonedOne bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
Ikarrus 671bee5027 Centcom Response Team Variations
- The button is now labelled "Make Centcom Response Team"
- Added different response teams of varying strength, to give admins more options than balls-to-the-walls all the time
- Code Green: Centcom Official
- Code Blue: Light ERT - No access to lockers or admin weapons
- Code Amber: Full ERT - Access to lockers, but not admin weapons
- Code Red: Elite ERT - What we have now.
- Code Delta: Deathsquad
- Removed Make Deathsquad button as it's all collapsed into this one button now
2015-04-27 01:08:47 -06:00
Ikarrus a46d79245c Squashed commits. You can see what they do in the first commit/PR desc 2015-04-25 14:05:30 -06:00
Ikarrus 7b02a11dc2 Gang Update 5
###Major Changes###
- Influence income changed to provide weaker gangs a bigger boost, while slowing down stronger gangs to promote opportunity for comebacks
- Gangs only earn influence on territories they have held on to since the previous Status Report (the income calculation every 5 minutes). This places more significance on defending your existing territory.
- Victory conditions are only checked during Status Reports.
- Bosses no longer receive territory updates real-time. They now get them all as a list of new and lost territories in the Status Update.

###Minor Changes###
- Goal is now a coeff var so it can be modified in-game for debugging/playtesting purposes
- Simplified some list checks for gang
- Trying to tag an invalid area will just error out and return, instead of the ganger spraying regular grafiti and confusing people
2015-04-25 01:20:04 -06:00
kingofkosmos de280c72b5 Removed some more spans from visible messages. 2015-04-24 21:06:59 +03:00
kingofkosmos a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
kingofkosmos 72749392d8 span classes removed from visible.messages 2015-04-24 20:50:51 +03:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
Ikarrus e811eac22e Resolve Conflicts:
icons/mob/inhands/items_lefthand.dmi
	icons/mob/inhands/items_righthand.dmi
	icons/obj/weapons.dmi
2015-04-22 08:14:05 -06:00
Jordie 8a8579d039 Merge pull request #9079 from Thunder12345/mines_refactor
Refactors landmines
2015-04-22 17:50:31 +10:00
Ikarrus c771d30986 Gang Mode Update 4
**Major Changes**
- Increased win condition to require 66%
- Added a switchblade. A relatively cheap and decently robust melee weapon for gangsters.
- Capped how much influence you can get every income at 50
- Limited gang spraycan use to 15
- Pistol cost increased to 30 Influence
- Promotion cost now scales to how many bosses you already have. The more bosses, the more expensive it will be. It starts off cheap at 20 influence now.

**Minor Changes**
- Tagging a territory now tells you what territory you actually tagged!
- Added an option to silence the verbose territorial updates you get from gangtools
- Capped how much influence you can get every income at 50
- Updated Centcom report on gangs
- Spraycans always show their inhands now, instead of only when uncapped
- Antag panel now shows how much influence each gang has
- Cleaned up gang code in the traitor panel
- Fixed non-gangers getting gang messages when trying to spray on an invalid territory
2015-04-21 23:23:15 -06:00