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Random Virus Event Overhaul #5615

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merged 3 commits into from Dec 6, 2018
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BurgerLUA
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@BurgerLUA BurgerLUA commented Nov 15, 2018

Overview

Random viruses are pretty shit. Random lethal viruses are pretty shit.

This PR makes it so that random lethal viruses can only occur if there is a virologist to cure them. This PR also makes it so the viruses themselfs don't have completely random effects, but effects that make sense together by adding a new system.

For example,

/datum/disease2/disease/generated/zombie
	generated_name = "Cannibal Fever"
	dangerous = TRUE
	uniqueID = 10003
	effect_datums = list(
		/datum/disease2/effect/drool,
		/datum/disease2/effect/hungry,
		/datum/disease2/effect/groan,
		/datum/disease2/effect/mind
	)

Cannibal Fever is a new virus type that causes people to drool, go hungry, groan, and take brain damage. It is a dangerous virus, and can only occur if there is a virologist on station. This is a much better system than a randomly generated virus that causes you to sneeze, scream, giggle, and then cause your bones to break.

Everything works and is tested.

@BurgerLUA
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!review


datum/event/viral_infection/announce()

if (severity == EVENT_LEVEL_MAJOR || prob(60))
command_announcement.Announce("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak5.ogg')
var/disease_name = generated_disease ? generated_disease.generated_name : pick("Xenomorph Transformation", "Wizarditis", "GBS", "The Rhumba Beat")
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Sorry for having a stick up my ass, but these names need to be changed.

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@BurgerLUA BurgerLUA Nov 16, 2018

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They're fineeeeeeeee. They display during fake events so they're fineeeeeeeee.

/datum/disease2/effect/stimulant
name = "Hyperactivity"
stage = 2
stage = 1
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I believe this was stage 2 because having constant hyperzine in any of the 4 stages is a bit too easy? Is there a particular reason for this?

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I set it to 1 because it made sense for snowflake syndrome.

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Removed snowflake syndrome all together and reverted the changes to hyperactivity.

code/modules/virus2/generated_diseases.dm Show resolved Hide resolved
var/list/valid_diseases = list()

for(var/mob/living/carbon/human/M in mob_list)
if(M.get_assignment() == "Virologist")
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You might want to check if the virologist is active and not afk / ssd / disconnected

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Good idea. The old virus event code had something for that, actually, but for infecting people.

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I added checks for whether or not the virologist has been AFK and if they're actually currently being played.

@Arrow768 Arrow768 merged commit dd950c8 into Aurorastation:master Dec 6, 2018
Bedshaped added a commit to Bedshaped/Aurora.3 that referenced this pull request Jan 13, 2019
* "[ci skip] Automatic Build - 2018.12.03.09.33.28"

* Map Tweaks 2: Electric Boogaloo (Aurorastation#5637)

- Made some small tweaks in xenobotany. Put more plant trays in the lab, because there weren't enough with the latest change. Also added an emergency lockdown for the lab. (https://i.imgur.com/VpAO9J8.png)
- Put a crematorium in xenobiology, so monkey and slime corpses don't build up over the shift. Also added an emergency lockdown for the lab. (https://i.imgur.com/h5PacQk.png)
- Tweaked the EMT Bay again after a couple complaints. (https://i.imgur.com/aaZ6nUK.png)
- Fixed Aurorastation#5575 
- Fixed Aurorastation#5622 (https://i.imgur.com/i9IzlCN.png)
- Put two extra hoes, three buckets, three hatchets, and a grinder in the surface garden. Also added additional soil plots. (https://i.imgur.com/HqErc8G.png)
- Added a small maintenance area and substation to the Construction Level. (https://i.imgur.com/gCdFGpE.png)
- Renamed the "IT Department" to "Construction Site", gave it an area so that building air alarms should (hopefully) work properly, added some in-progress stuff to show the general bounds of the area. (https://i.imgur.com/77Fyx2D.png)
- Gave Miners access to the Surface Cargo airlock.
- Put a run-down room in maintenance by engineering this time. (https://i.imgur.com/qHHmsan.png)

* "[ci skip] Automatic Build - 2018.12.03.10.29.28"

* Fixes Aurorastation#5699 and fixes Aurorastation#5700 (Aurorastation#5704)

* "[ci skip] Automatic Build - 2018.12.04.08.56.07"

* Fixes a couple issues regarding R&D modular gun parts (Aurorastation#5683)

* Fixes an issue where certain items had duplicate identifier strings. The bottom one wrote the one with an identical string above it out of existence. This allows the KA capacitor upgrade to be built via R&D, as well as the hardened capacitor.

* Fixes the phoron capacitor and the bluespace capacitor from not being obtainable in-game.

* "[ci skip] Automatic Build - 2018.12.04.09.21.26"

* Universal Galoshes (Aurorastation#5685)

* "[ci skip] Automatic Build - 2018.12.04.09.23.13"

* Bugfixes (Aurorastation#5682)

Wanted to fix one bug, but couldn't stop.

- Farmbot now have harvesting animation. 

- Farmbots no longer have two water tanks inside of them, that was causing them to use hidden water tank and not let it be refilled. Fixes Aurorastation#5677 

- Farmbots now will wait for weedlevel to be 5 or higher, that is when the alarm is triggered. And call `update_icon()` when it is done. Otherwise people wouldn't notice if they were killing weeds

- Vending machine now accept only items of the same type as defined in their product list. So you can no longer insert cult's ritual knife into Dinnerware. Fixes Aurorastation#5671 

- Merchants cannot by generic mech's weapon, it was replaced with UT AC 2 and Scatterbox. Fixes Aurorastation#5675 

- Ghosts cannot be teleported by telescience. Fixes Aurorastation#5688

* "[ci skip] Automatic Build - 2018.12.04.18.49.31"

* IPC Xenowear (Aurorastation#5691)

Big McThankies to Kyres McSpankies for the sprites. All of them are cosmetic except the headlights, which are basically a slightly better penlight.

* "[ci skip] Automatic Build - 2018.12.04.20.38.10"

* Metabolism Precision Runtime Errors (Aurorastation#5701)

Because of precision issues with floating point values, metabolism would sometimes runtime and cause performance issues. This PR fixes this.

Fixes Aurorastation#5698 as well.

* "[ci skip] Automatic Build - 2018.12.04.21.50.58"

* SMES and APC update (Aurorastation#5578)

SMES now show how much of input they receive

SMES and APC estimates how much time it will take to deplete it.

Runtime map now uses its SMES, and it is wired to TEG's

Added Stack and Queue data structures for use

* "[ci skip] Automatic Build - 2018.12.05.13.43.36"

* Fixing farmbot watertank (Aurorastation#5709)

Apparently this was still causing some trouble. basically without qdel the tank before moving new and assigning we will have a duplicate.

Fixes farmbot assemblies having duplicated watertank after they are finished assembling.

* "[ci skip] Automatic Build - 2018.12.06.11.32.53"

* Random Virus Event Overhaul (Aurorastation#5615)

This PR makes it so that random lethal viruses can only occur if there is a virologist to cure them. This PR also makes it so the viruses themselfs don't have completely random effects, but effects that make sense together by adding a new system.

* Temperature Reagent Fix Aurorastation#2 (Aurorastation#5695)

Fixes an issue caused by temperature reagents,

* "[ci skip] Automatic Build - 2018.12.06.14.01.27"

* Dionaea can now be affected by most secret chems (Aurorastation#5643)

Dionaea are now affected by:
- Liquid Light
- Liquid Fire
- Black Matter
- Bluespace Dust
- Bottled Lightning

* Hot Coffee Fixes (Aurorastation#5696)

* Makes coffee hot

* "[ci skip] Automatic Build - 2018.12.07.21.29.14"

* Fixes Aurorastation#5712 (Aurorastation#5714)

* Fixes Aurorastation#5712

* Firing pin acquisition 2: electric boogaloo (Aurorastation#5684)

* Adds a box of firing pins to the RD's locker. Can't permit mass-production of firing pins via R&D, sorry lads, this is the best anyone can do.
* This box of pins has a varied assortment of pin types.
* Pin removal is based on probability as the screwdriver is the only means of removing pins at the moment.

* "[ci skip] Automatic Build - 2018.12.08.15.43.33"

* Remove stale halloween jokes (Aurorastation#5717)

This pr removes the candy bars, with some really funny names, that were added under the excuse of being halloween and were never removed.

* Material door updates: lock and damage (Aurorastation#5659)

-ported locks and keys from baystation
-fixed the simple door damage interaction, now you can properly destroy it and etc

* "[ci skip] Automatic Build - 2018.12.08.20.40.41"

* Merchant fix (Aurorastation#5728)

-fixes Aurorastation#4967 
-fixes Aurorastation#5667

* Fixing ionrifle back sprites (Aurorastation#5713)

Fixes Aurorastation#5711

* "[ci skip] Automatic Build - 2018.12.08.22.51.59"

* Fixing dev's perms (Aurorastation#5687)

As per skull request, the PR was reworked. Dev rank does not contain spawning capabilities on its own.

Kill Air now prompts user if they really want to disable air processing. Only if we are trying to disable it

* Carmen Miranda's Ghost (Aurorastation#5697)

* "[ci skip] Automatic Build - 2018.12.09.19.34.30"

* Fixing runtimes (Aurorastation#5663)

* "[ci skip] Automatic Build - 2018.12.09.22.06.47"

* Farmbot tweak/fix (Aurorastation#5720)

Farmbots prioritize refilling if their tanks are below 30%

Farmbots option to turn On/Off watering trays actually works, was set to use wrong var.

Moved sink in Hydroponics so that it is actually is in field of view of farmbots when they attend to trays. Fixes Aurorastation#5718

Reworded APC and SMES state when input and output are the same

Fixes Aurorastation#5721

* "[ci skip] Automatic Build - 2018.12.10.05.37.16"

* Removes Ligma, changes some disease names. (Aurorastation#5736)

* removes ligma, changes some disease names

* remoevs ligma

* "[ci skip] Automatic Build - 2018.12.10.13.17.52"

* Implements New Gas Mask Sprites (Aurorastation#5627)

Implements new gas mask sprites by DronzTheWolf.
Adds old ancient gas mask sprites.
Reworks how some of the gas masks works. The brand new gas mask sprites have the same protection as regular gas masks, except they don't hide your identity.
Ancient Gas Mask sprites have the same protection as regular gas masks, except they don't filter phoron.

* "[ci skip] Automatic Build - 2018.12.10.19.39.00"

* Slime ignoring skrell(lore request) (Aurorastation#5710)

Lore request - requested by Sleepy Wolf, and approved by Jackboot. This PR makes slime ignore skrell at all. Lore justification will be posted in PR later.

* "[ci skip] Automatic Build - 2018.12.10.19.57.30"

* Less Stupid Fireaxes (Aurorastation#5668)

Fireaxes now attack much slower, but also no longer embed constantly in everyone you attack, or everyone nearby the general vicinity of your attack.

* "[ci skip] Automatic Build - 2018.12.10.19.58.30"

* Viral Announcement Fixes (Aurorastation#5735)

Fixes a bug that made viral announcements take too long.

* "[ci skip] Automatic Build - 2018.12.10.19.59.30"

* Fixing dev perms V2 (Aurorastation#5733)

In last PR Aurorastation#5687 I have removed this line /client/proc/game_panel which kinda the main reason of dev perms update.

* Chemistry Map + Equipment Improvements (Aurorastation#5633)

Remapped Chemistry a bit to include more missing equipment, as well as to make it more spacious and less compact. AutoInhalers and autoinjectors were added to the chemistry locker. Most of stuff found in chemistry was added to the chemistry locker for space reasons. Medical belts can now store inhalers and inhaler cartridges. Same with the smartfridge.

* "[ci skip] Automatic Build - 2018.12.10.22.34.59"

* Adds Skrell Shared Dreaming (Aurorastation#5707)

Implements skrell shared dreaming.

Whilst Unconscious and alive, skrell will enter the Srom, aka Dream, in which they telepathically link to one another.
In game, they will appear in a custom area, able to communicate with one another.
Whilst in Srom, skrell find it very hard to keep their own secrets, if not impossible, and will often 'mumble' important information.

* "[ci skip] Automatic Build - 2018.12.11.09.44.56"

* Fixes some skrell things. (Aurorastation#5725)

-fixes some of the skrell head-tail accessories that were missing sprites or bugged
-fixes skrell being bald at the character preview and when spawned by admins

* Changes the contents of the random vault rigs (Aurorastation#5726)

This pr removes the vaurca and ert rig from the random vault rig selection, instead it replaces them with station related random rigs. The vaurca rig can be found in the safe now instead.

* "[ci skip] Automatic Build - 2018.12.11.10.48.43"

* Fixes an issue with firing pin boxes being filled incorrectly + fix to farmbots (Aurorastation#5747)

Fixes Aurorastation#5748

* "[ci skip] Automatic Build - 2018.12.11.11.12.09"

* Fixes Aurorastation#5035 (Aurorastation#5727)

* Gamemode Start Tweaks (Aurorastation#5719)

When the round refuses to start because of a lack of players or lack of antags, it will properly state this instead of stating that there aren't enough players.

The Wizard gamemode, and the Ninja gamemode, both have restrictions that prevent the gamemode from being launched if there are more than 15 players, unless it was voted specifically.

* "[ci skip] Automatic Build - 2018.12.11.19.38.57"

* Epinephrine and Atropine Reworks (Aurorastation#5708)

Bordering between bugfix and feature, this reworks Epinephrine and Atropine so its actually useful and works as intended.

* "[ci skip] Automatic Build - 2018.12.11.19.44.36"

* Adds some new junk food sprites (Aurorastation#5716)

This pr add new sprites for 4no Raisins, Space twinkie, beef jerky, Cheesie Honkers, Syndi-Cakes and SkrellSnax. Sprites were made by wowzewow

* Various clothing additions (Aurorastation#5731)

Various clothing additions, including bowties, cardigans and layerable t-shirts.
Evening gloves, waistcoats, swept skirts, short skirts (renamed to pencil skirts) and labcoats are now recolorable in the loadout.
Winter boots have been reworked and added to the loadout, designed to match the winter coats. They also now have a super secret and probably useless advantage over other boot choices.

* "[ci skip] Automatic Build - 2018.12.12.12.24.35"

* Added (Aurorastation#5750)

* "[ci skip] Automatic Build - 2018.12.14.23.57.57"

* Removes Telescience (Aurorastation#5742)

This PR fixes a few bugs with echoes, and adds in loredev requests for the feature. This list may expand, but currently it is:
1: Phoron walls/windows should prevent echoes from locomoting through them (Moon/Paradox)
2: Vaurca should be unable to become echoes and should be unable to host echoes (Bygone)
3: Unathi should be able to absorb echoes to increase their power level (Jackboot)

* "[ci skip] Automatic Build - 2018.12.15.00.50.15"

* Fun with Plants: Ft - Pitbull Worldwide (Aurorastation#5760)

Soil Plots:
- Can be created with three sandstone blocks.
- Can be removed with shovels or minispades. Has a timer that delays the construction and deconstruction.
- On spawn, soil plots do not contain water, or nutrient, requiring some initial start-up instead of just rebuilding the plot to get more water and nutrient.

Hydroponics trays:
- Received a minor buff -> No weeds. Hydroponic trays do not face issue from weeds irl. This will add incentive to using them outside readily available and constructable soil plots.
- Retaining of warning light for toxin levels and pest levels on the trays.
- Added NT dummy failsafe because people are killing their plants because they don't realize they require setting of lights. Default light is now set to five on each closed tray.

Point of the PR:
- Add incentive to use sandstone bricks to create planting beds if desired, keep incentive to use hydroponic trays as well as give them change to bring in line to more realistic standards for how hydroponic trays function.
- Prevent people from killing their plants through general lack of knowledge while providing a simple basic light setting that will at least slow decay of any closed system plants.
- Add some difficulty to initial upkeep of soil plots, while also preventing misuse through demolishing to obtain further water and nutrient.

* "[ci skip] Automatic Build - 2018.12.15.11.39.03"

* Fix for Reagent Filling with Borgs and Grippers. (Aurorastation#5764)

Fixes  Aurorastation#2535 
- Retains the movement area restriction for filling beakers at sinks and dispensers.
- Adds a check to ensure borgs can fill their items, as the check currently only checks for the item being located in the user itself, not the gripper where the beakers actually are. As borgs lack hands, they can't hold the items themselves.

* "[ci skip] Automatic Build - 2018.12.15.16.07.03"

* Fixes antag spawning issues (Aurorastation#5773)

Fixes Aurorastation#5772
This is a bug that seemed to have existed for a while and was not cause by my new system.

* "[ci skip] Automatic Build - 2018.12.15.23.35.43"

* Ports 3 hairstyles from Baystation (Aurorastation#5758)

rscadd: "Ports three hairstyles from Baystation: Gentle 2, Gentle 2 (Long) and Donut Bun."
On the request of a player, with the permission of the original author.

Original PR: Baystation12/Baystation12#23706

* "[ci skip] Automatic Build - 2018.12.16.12.25.41"

* Adds Bluespace Inhibitors (Telescience Nerf) (Aurorastation#5652)

Adds telescience inhibitors to the station. These are fragile, powered machines that inhibit where bluespace activity can occur. The way it works is that it creates an 8 radius (16 tile wide) circular field that displaces any incoming or outgoing bluespace signal to an unintended destination just outside the area of effect.

Basically, incoming teleport signals are redirected to around a random location around the circle, and outgoing teleport signals are redirected to around a random location around the circle. For example, if a ninja was inside the area of effect and tried to teleport outside of it, it wouldn't work but instead teleport something else around me just outside the circle. This will very rarely occur, so most that will happen is that the ninja won't be able to teleport while inside the area of effect. If a ninja was outside the area of effect and tried teleporting inside the circle, they would instead teleport to a random location outside the circle.

A semi-intended side effect is that it would be harder for ninjas/wizards to break into the armory/vault/ai core. Of course, they could use other tools and walk inside the vault. This does not stop them from ever entering it, but makes it unsafe to teleport out.

EMPing a bluespace inhibitor teleports everything in a 20 tile radius to a random location on the station. This teleportation is "safe" and will only teleport the objects in a random station area in unoccupied space.

* "[ci skip] Automatic Build - 2018.12.16.13.08.31"

* Fixing old/new bugs/runtimes (Aurorastation#5763)

Fixes Aurorastation#3410

Ranged hostile mob stop if they are in range of fire, instead of keep going to point blank range. They also try to get to person within 6 tiles, not point blank.

Hostile mobs also check if their target is in the view or not.

Fixes Aurorastation#4468

Fixes Aurorastation#2867

Fixes Aurorastation#2721

Fixes Aurorastation#2678

Character input limit in Security/Medecal records was increased from 1024 to 3027 for all fields, to keep it consistent with character setup records. Fixes Aurorastation#5766

Fixes Energy net turret sprites. Updates spawned ionrifle turret to allow for two modes, adds lethal turret sprite for ionrifle.

* "[ci skip] Automatic Build - 2018.12.16.13.24.09"

* Reverts Aurorastation#5773 and adds debug messages for Antag Selection (Aurorastation#5777)

See title. Extended was running 24/7 for some reason and I would like to know why.

Fixes Aurorastation#5776

* "[ci skip] Automatic Build - 2018.12.16.18.06.07"

* Fixing hostile mobs not attacking people (Aurorastation#5783)

As title says, this was my fuckup!!! Tested, works now! Fixes Aurorastation#5784

* "[ci skip] Automatic Build - 2018.12.17.07.50.46"

* Fixes Particle Accelerators not functioning when hacked to level 3. (Aurorastation#5765)

* New Vending Machine Sprites (Aurorastation#5740)

* "[ci skip] Automatic Build - 2018.12.17.10.27.08"

* Skrell Blood Uses Copper, Not Iron (Aurorastation#5739)

Adds copper-based blood to Skrell. They will no longer restore blood from iron, but from copper. Hemocyanin != Hemoglobin. Prepare your copper supplements come Vampire rounds!

* "[ci skip] Automatic Build - 2018.12.17.11.53.16"

* Revert "New Vending Machine Sprites (Aurorastation#5740)" (Aurorastation#5790)

This reverts commit c31652a.

* Adding error output for Tag Matcher on Travis (Aurorastation#5780)

I was unable to reproduce issue of decoding non UTF-8 characters. But these lines of code should provide output on which file has the bad character.

* Adds Krampus (Aurorastation#5741)

This pr add Krampus, to be used during the Christmas holidays to punish bad crewmembers.

* "[ci skip] Automatic Build - 2018.12.18.18.56.47"

* Xenogear Groups (Aurorastation#5791)

Groups the Xeno Gear into different Loadout groups.

Requested and created by Jackboot.
I am just supplying the PR.

* "[ci skip] Automatic Build - 2018.12.19.07.25.29"

* Fixes the roof above the command surface airlock (Aurorastation#5807)

* "[ci skip] Automatic Build - 2018.12.21.20.05.01"

* Adjusts Ponchos (Aurorastation#5801)

Moves ponchos up 1 pixel so that the uniform beneath doesn't clip through on the shoulders.

* "[ci skip] Automatic Build - 2018.12.21.20.54.24"

* Plastic Surgery Fix's (Aurorastation#5770)

Forgot a few things for my plastic surgery PR, including support for shells and robotics repairs

* Tesla Movement Reworks (Aurorastation#5693)

The Tesla has not been nerfed or buffed, but more appropriately reworked.

The tesla can move across z-levels when it is not contained, however it cannot phase through reinforced floors or walls. These new features mostly contain the tesla to the engineering sublevel for about 10 minutes, until RNG dictates that it reaches other departments on all levels, or if very lucky, escapes to the derelict and doesn't bother the station for another 30 minutes.

* "[ci skip] Automatic Build - 2018.12.21.22.29.51"

* Skrell can now kick and stomp (Aurorastation#5788)

Loredev request.

* "[ci skip] Automatic Build - 2018.12.22.20.19.02"

* Adds a breathalyzer to the medborgs (Aurorastation#5813)

As it sais in the title.
Suggested here: https://forums.aurorastation.org/topic/11192-breath-analyzer-for-medical-borgs/

* "[ci skip] Automatic Build - 2018.12.22.20.45.12"

* Removes the natural philosophers wig (Aurorastation#5814)

Removes the natural philosophers wig from the loadout

* "[ci skip] Automatic Build - 2018.12.22.21.00.33"

* Better antag tracking (Aurorastation#5816)

This PR moves the tracking of the antagonists from the char spawn to the assignment and removal of the antag status.

It should properly account for all antags that are added/removed via the add_antagonist / remove_antagonist verbs

* Fix Logging Error (Aurorastation#5823)

* fix (Aurorastation#5828)

* "[ci skip] Automatic Build - 2018.12.24.01.15.24"

* Festive Bar (Aurorastation#5824)

Makes the bar more festive

https://i.imgur.com/DFZQwrC.png

* "[ci skip] Automatic Build - 2018.12.24.14.37.02"

* Fixes the paper (Aurorastation#5829)

* "[ci skip] Automatic Build - 2018.12.24.20.21.45"

* Firing pin extraction device (Aurorastation#5729)

- Adds firing pin extraction device, sprites provided by Kyres
- RD's locker now has firing pin extraction device.

* "[ci skip] Automatic Build - 2018.12.24.22.14.40"

* Fixes Aurorastation#5810 (Aurorastation#5811)

* Fixes some things being hidden by sand. (Aurorastation#5820)

* Bumps the travis MariaDB version to 5.3 (Aurorastation#5837)

* Xeno ERT now spawn with shoes properly (Aurorastation#5802)

Makes a version of the SWAT shoes that has no species restrictions, and gives them to ERT. Fixes Aurorastation#5800

* "[ci skip] Automatic Build - 2018.12.27.19.50.14"

* Fixes the bluespacesquid having no tentacles (Aurorastation#5830)

The bluespace squid doesnt have tentacles, because in the recent tentacle changes the author didnt check if anything used the tentacle styles that have been renamed.

* Money Duplication Bugfix (Aurorastation#5840)

Fixes a bug that allowed people to double their money every 4-5 seconds without reading from a "Get Rich Quick" book.

* "[ci skip] Automatic Build - 2018.12.27.20.26.12"

* Fixing security lockdown (Aurorastation#5804)

This PR fixes security lockdown. Because during lockdown not all doors in security have blastdoors, there are 5 doors that are missing it. It leaves one maintenance door without blast doors

Makes existing blastdoor stay behind airlock in list, so it doesn't stick out.

Removed shutter to SMES room in medbay, making lockdown not wholesome

* "[ci skip] Automatic Build - 2018.12.27.21.21.31"

* Tweaks A LOT of hairstyles, adds some new ones (Aurorastation#5789)

Please refer to the icon diff for a complete list. Mostly increases/decreases volume or tones down the shading. The recently ported baystation hairstyles have received alternative variants.
Adds 5 new hairstyles: Neat; Neat Long; Shoulder Bob; Messy; Drills, Side.

* "[ci skip] Automatic Build - 2018.12.27.22.58.00"

* :ree: vert (Aurorastation#5844)

* "[ci skip] Automatic Build - 2018.12.27.23.35.00"

* Lawgiver balance adjustments (Aurorastation#5826)

* Changes the stun projectile type from a beam to an electrode. Didn't really make sense why it was shooting stun rays instead of stun 'bullets.' Essentially a flexibility nerf.

* Changes the gun charge consumption for burst firing down from 150 to 50. This is because burst-shooting should be consuming 50 each anyway, making the burst-fire option more useful, since it only had 13 shots when burst-fired previously. This is essentially a buff.

Everything else pertaining to Lawgivers is unchanged.

* "[ci skip] Automatic Build - 2018.12.28.00.07.49"

* Rejuv reverts husk status (Aurorastation#5774)

Rejuv also reverts the husked status.

* Bluespace Inhibitor Fixes (Aurorastation#5843)

Only humanoids on harm intent can damage bluespace inhibitors with their hands.
Emagging a bluespace inhibitor will EMP it.

* Donut box bugfix (Aurorastation#5854)

Fixes Aurorastation#5825

* Include the gamemode in the discord fax announcement. (Aurorastation#5841)

Includes the Game Mode in the discord announcement for new faxes sent to the CCIA channel.

* Various Cooking Recipe Fixes (Aurorastation#5859)

* candles can go in the oven

* spaghetti and meatball ampersand removed

* Pancake description update

* Cheese toast accepts nutrispread

* Fixes birthday cake, truffle, and pancake recipes

* changelog

* "[ci skip] Automatic Build - 2018.12.29.01.37.50"

* ChemHeater Circuitboards can be Researched (Aurorastation#5858)

* Adds Chem Heater to R&D

* changelog

* "[ci skip] Automatic Build - 2018.12.29.01.52.47"

* Misc Map Fix's (Aurorastation#5852)

Fixes -Aurorastation#5769
Fixes -Aurorastation#5767
Fixes -Aurorastation#5796
Fixes -Aurorastation#5743

* Moves Ambrosia vulgaris and Reishi from Contraband (Aurorastation#5812)

This makes vulgaris and reishi publicly available in accordance with their recent legalization a month ago.

(This one is for you, Diggz)

* "[ci skip] Automatic Build - 2018.12.29.23.27.58"

* Wizard tweaks and fixes (Aurorastation#5850)

-removes mind control and golem summon from the battlemage, so they can't be a robust combat focused wizard that can also create a legion of followers

-fixes an issue with mind control not taking in consideration the target moving away

-increases the golem spell cooldown

* "[ci skip] Automatic Build - 2018.12.30.00.44.28"

* uncanny valley (Aurorastation#5866)

* "[ci skip] Automatic Build - 2018.12.30.02.38.18"

* adds more barsigns (Aurorastation#5842)

* adds more barsigns

* changelel

* fucking gaijin

* Limited edition (Aurorastation#5863)

* "[ci skip] Automatic Build - 2018.12.30.10.53.51"

* The Tau Ceti Foreign Legion (Aurorastation#5779)

This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.

* "[ci skip] Automatic Build - 2018.12.30.11.06.49"

* Medical sublevel overhaul (Aurorastation#5845)

A safe space for all the minimally-exceptional and handy-capable people.

* "[ci skip] Automatic Build - 2018.12.30.13.19.08"

* Adds emp act for viscerators (Aurorastation#5832)

* Adds emp act for viscerators

* use a timer

* Lose the target and bump the time

* "[ci skip] Automatic Build - 2018.12.30.15.57.52"

* Adds a entry and exist log to the shard dream (Aurorastation#5831)

logs and messages the mins if someone enters / exists the shard dream

* Vamp Bite Tweaks (Aurorastation#5851)

The old code for whatever reason only stunned the person being bit for around 7 second then they could resist. This should keep them stunned long enough to be unable to resist for the full duration of the sucking

* "[ci skip] Automatic Build - 2018.12.30.17.51.39"

* Some foreign legion fixes. (Aurorastation#5874)

* Announcing live test PRs (Aurorastation#5857)

* Implement one.

* REVERT ME LATER

* Initial implementation dooonnee.

* log

* Fixes

* Lazyness squared

* Fixes (Aurorastation#5870)

* Removes tau ceti legion human wave tactics (Aurorastation#5881)

* Fixes tau ceti legion spam.

* Also gives them a internals box too.

* Throw Paper Balls (Aurorastation#5879)

* paper ball fix

* changelog

* "[ci skip] Automatic Build - 2018.12.31.12.13.51"

* Separate xenos gloves and shoes from their rig suit sprites (Aurorastation#5877)

* Separate xenos gloves and shoes from their rig suit sprites.

* Adds some ipc missing suit sprites too.

* Fixes the stealth ipc suit icon.

* Fixes the var.

* Adds changelog

* "[ci skip] Automatic Build - 2018.12.31.12.33.39"

* Fixing map (Aurorastation#5875)

* "[ci skip] Automatic Build - 2018.12.31.13.03.06"

* Diona Gestalt Chirp and Chirp Song. (Aurorastation#5860)

* Chirping and song

* Changelog

* "[ci skip] Automatic Build - 2019.01.01.12.12.36"

* Update the contributing guidelines (Aurorastation#5862)

* Minor Plushie Update (Aurorastation#5864)

Adds Squid plushies from Polaris (with permission from Baguette). They can be worn on the head.
Allows for the Farwa, Nymph, and Kitten plushies to be worn on the head.
For some reason the orion trail game didn't allow you to win plushies. Now it can.

* "[ci skip] Automatic Build - 2019.01.01.19.53.05"

* Better succing (Aurorastation#5855)

Using open-source resources I created a better bite and suck sound effect than the loud squishy noise we had for vampires.

* "[ci skip] Automatic Build - 2019.01.01.21.11.34"

* Load Smartfridges with Produce Boxes (Aurorastation#5867)

Loading each bit of produce from the boxes (every chef spawns with one, plus there's two in the kitchen, PLUS any cargo sends their way from the warehouse) by hand is annoying. Now you can just click on the smartfridge with the box and be done with it.

* "[ci skip] Automatic Build - 2019.01.01.22.27.23"

* Removes the Sylph Barsign (Aurorastation#5880)

* "[ci skip] Automatic Build - 2019.01.01.22.38.12"

* Adds Steamed Crab Legs (Aurorastation#5869)

Allows chefs to make "steamed crab legs" which is just plain tasty.

Crabs drop crab legs when butchered (testing shows they drop 3 from the gibber).
10u water, 1 spread, 1u salt, 1 crab legs makes steamed crab legs

I made a box of 5 crab legs (in a similar fashion to the clams) that are meant to be orderable from cargo. Crabs aren't exactly common on Aurora, after all.

Sprites for the legs and the dish are thanks to Meowy with minor photoshop editing from myself.

* "[ci skip] Automatic Build - 2019.01.02.18.11.51"

* Fixes whispering verbs (Aurorastation#5894)

This should fix the bug that caused whispering messages to be improperly formatted.

* "[ci skip] Automatic Build - 2019.01.02.19.01.09"

* Updates the bluespace artillery. (Aurorastation#5878)

* Updates the bluespace artillery.

Cleans up the code a bit and adds new capabilities

* Code Quality + Changelog

* "[ci skip] Automatic Build - 2019.01.03.00.11.58"

* Laser Pointers (Aurorastation#5853)

Old PR was stale and had many issues. Redid some of the eye blinding and camera stuff with making it a random chance to do so, aswell as addressing original PR concerns

* "[ci skip] Automatic Build - 2019.01.03.09.42.46"

* Fixes skirts and ponchos (Aurorastation#5901)

bugfix: "Resprites the casual skirt to not clip through overwear."
bugfix: "Further fixes the ponchos for them to fit just right."

* Updates VueUi and improves developemnt for it (Aurorastation#5886)

* Updates and debug improvements

* Doc messup

* Forgot about travis

* Numeric Input!

* Changelog

* Less send data

* Makes travis to be angry at you if there are lint errors.

* Fixes lint errors

* "[ci skip] Automatic Build - 2019.01.03.17.51.11"

* Add's Camera's and holopad to chemistry (Aurorastation#5897)

* Add's Camera's and holopad to chemistry

* changelog

* "[ci skip] Automatic Build - 2019.01.03.18.06.09"

* Update the Changelog Generator (Aurorastation#5884)

* Check if a correct name has been specified in the changelog
* Adds new prefixes

* "[ci skip] Automatic Build - 2019.01.03.18.08.11"

* Leave any sanity you had at the door step (Aurorastation#5885)

* Justified navbar for the greeting window (Aurorastation#5891)

* Justify that nav bar

* Fits everything now.

* log

* "[ci skip] Automatic Build - 2019.01.03.18.16.20"

* Tau ceti legion fixes (Aurorastation#5909)

-fixes Aurorastation#5905
-fixes a couple of sprites at kyres's requests
-fixes their base having no access to xeno gloves

* "[ci skip] Automatic Build - 2019.01.04.12.31.09"

* Allows icelance rifles to be equipped with bayonets (Aurorastation#5895)

* "[ci skip] Automatic Build - 2019.01.04.23.17.37"

* Resolves cryotubes randomly acting as death traps (Aurorastation#5899)

* "[ci skip] Automatic Build - 2019.01.04.23.32.27"

* Cargo Photocopier Fix (Aurorastation#5910)

* fixes cargo photocopier

* changelog

* Reduced changelog

* "[ci skip] Automatic Build - 2019.01.04.23.48.04"

* Fingerprint Cards can go in Folders (Aurorastation#5868)

* "[ci skip] Automatic Build - 2019.01.04.23.53.25"

* Reworks Limb Gibbing Mechanics (Aurorastation#5330)

Overview
Limb gibbing mechanics on Aurora were pretty bad. For melee weapons, it was RNG based and somewhat fair because it was actually based on mechanics. For bullets, it used custom snowflake code that was just absolutely insulting. It didn't really regard armor like most servers, and unlike most servers, if your feet are gibbed you're sideways until it's fixed.

* "[ci skip] Automatic Build - 2019.01.05.14.51.02"

* Map suggestions update (Aurorastation#5902)

This PR applies minor mapping suggestions from this thread page 3 https://forums.aurorastation.org/topic/8983-minor-mapping-suggestions/?page=3

Surface showers were reduced from 4 to 2, but racks with towels and soap were added as well as windows and windoors.

Bathroom on surface now has bolt control buttons for toilets

RND sublevel now has their own disposals system that leads to the outside just like the Virology

Medical and Security interstitial levels now have O2 lockers.

Adds Paper bins and paper shredder to the medical lobby

Medbay duplicated no smoking signs has been removed. Added more no smoking signs to medbay main, sublevel and interstitial

Kitchen freezer air alarm can now be controlled remotely. Added an atmos laptop to the kitchen that is connected to only that air alarm.

* "[ci skip] Automatic Build - 2019.01.05.16.09.02"

* Live Animal Traps (Aurorastation#5744)

In summary:

changes path of beartrap to make it a generic trap

Updated paths everywhere

Adds small trap, can capture mice, lizards, chick and spiderlings.

Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.

Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.

Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.

* Fix's Misc Bugs (Aurorastation#5900)

Fixes Aurorastation#5887
Fixes Aurorastation#5896

* Renames Nervousness to Stuttering (Aurorastation#5906)

* "[ci skip] Automatic Build - 2019.01.06.23.03.34"

* Map fixes (Aurorastation#5914)

Fixes Aurorastation#5888
Fixes Aurorastation#5913

* "[ci skip] Automatic Build - 2019.01.07.18.32.44"

* Adds new three dishes (Aurorastation#5907)

This pr adds three new dishes, and two recipes, at the request of a player that made those sprites.

* "[ci skip] Automatic Build - 2019.01.07.18.45.56"

* Small Bugfixes (Aurorastation#5915)

When you click the security records console with an ID, it no longer gives you the violent message of you hitting it. You just put the ID in, like a normal person.

You can put your ID directly into the ore processing console (like you can with every other ID console) instead of hitting it with your ID like a spaz and then having to go into the interface and click the "Insert ID" line to put your ID in. (The line is still an option, like with other consoles.)

The RIG module press lets you put your to-be-pressed item inside without having to hit it with the item along the way.

* "[ci skip] Automatic Build - 2019.01.07.19.17.56"

* Revert Christmas (Aurorastation#5917)

Reverts the bar to the original geddup.

* "[ci skip] Automatic Build - 2019.01.09.20.25.39"

* What am I smoking?: Taste it! (Aurorastation#5890)

Now you can taste what's in your cigarette. That means if you put a dried tomato in your pipe, you're going to actually taste tomato. I've been assured that smoking things is hot, so the reagents inside will reflect that. They will be hot. Almost like you set them on fire!

This does not apply to IPCs. They should not taste anything, but still be able to smoke as they have before. I will not be the one to stop TV faces from stuffing a cigarette in their slot.

*Because of restrictions on our tasting system, some things you stuff in there will be indescribable. This just means you've decided to smoke a lot of things and nothing stands out as a flavor. For best results, make cigarettes or pipes with items that have only one or two reagents in them.

This has lowered the length of time you smoke a single cigarette by a few seconds. Not a huge deal, considering they still last like 5 minutes.

* "[ci skip] Automatic Build - 2019.01.09.20.48.06"

* Fixes the Jotun's sprites. (Aurorastation#5923)

This pr fixes the tau ceti foreign's legion tank wreckage having no proper sprite.

* Fix some shoes sprites (Aurorastation#5920)

One of the countless clothing prs we had caused some minor issues with our shoes sprites, such as the breacher ones having their color changed with something else, this pr fixes it.

* "[ci skip] Automatic Build - 2019.01.09.21.07.16"

* Custom items 07/01 (Aurorastation#5924)

This pr adds the following items:

Mira's alchemist attire
Ameline's Dominian Culinary Dress
Qrqil Qrrzix's Cane
Krin's outfit
Aavs' mask
Paul's glasses

It also make the code better, by using to_chat and other minor changes.

* Knives now eyestab (Aurorastation#5922)

All knives (including the trench knife, which was previously a sword, and now has lost its ridiculously low chance to parry) have been moved to the knife datum, which are defined by their ability to eyestab, and be concealed in boots. The butcher's cleaver and the meat hook are no longer considered knives - the cleaver is now a hatchet, and the hook is a regular weapon.
The tactical knife has been buffed, and deals 18 damage, to be superior/equivalent in power to the steel bat, considering that it's an illegal/hidden item.

* "[ci skip] Automatic Build - 2019.01.11.21.09.58"

* Fixes the capitalization of shuttle announcements (Aurorastation#5925)

Minor grammar fix. Not sure if a changelog is needed.

* Map fixes and improvements (Aurorastation#5927)

Adds two O- blood packs and a freezer to the medical storage.

Adds a snack and soda vending machines at the end of the hallway that is in between cargo and bar.

Fixes medbay sublevel maint door not being part of door that revoke access during rad event

improves medbay main level hallway look next to elevator a bit

Adds tip jars to the bar and kitchen.

Fixes area in medbay lobby. Fixes Aurorastation#5928

Fixes Aurorastation#5929

* "[ci skip] Automatic Build - 2019.01.11.21.27.18"

* Bugfixes: custom item icons and Jotun wreckage fixes (Aurorastation#5931)

-fixes some issues with the latest custom item sprites
-fixes the jotun wreckage name
-fixes Aurorastation#5936

* Kitchen Machinery Resprite (Aurorastation#5916)

Resprites the kitchen machinery.
Adds outlines to kitchen utensils for artstyle consistency.

* "[ci skip] Automatic Build - 2019.01.12.19.09.36"

* Adds the game_id to the connection_log table (Aurorastation#5839)

Adds the game_id to the connection log table and changes the queries to use parameters.

* Fixes the missing unathi paramedic rig sprites (Aurorastation#5938)

- Fixes Aurorastation#5933

* "[ci skip] Automatic Build - 2019.01.13.15.30.36"

* Fix's the bug with the corgi dogs, makes mice butcherable. (Aurorastation#5818)

rscadd: "Add mice to the butcher list"
bugfix: "Fixed the infinite corgi glitch by modifying the recipe to require corgi meat

* "[ci skip] Automatic Build - 2019.01.13.18.09.25"
MarinaGryphon pushed a commit to MarinaGryphon/Aurora.3 that referenced this pull request Mar 20, 2019
This PR makes it so that random lethal viruses can only occur if there is a virologist to cure them. This PR also makes it so the viruses themselfs don't have completely random effects, but effects that make sense together by adding a new system.
MarinaGryphon added a commit to MarinaGryphon/Aurora.3 that referenced this pull request Mar 20, 2019
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4 participants