Hey remember when ling reworks were a thing?
Anyway this implements the hivemind thing that Geeves was working on (And then I was working on). It actually works for messages, ghosting, kicking, etc now.
Succ'd people can now remain as part of the changeling's local hivemind and chat with them. If they salt, ling can kick them. If they don't want to participate this way, they can ghost.
If I actually get around to it, this also serves as the basis for allowing the ling to do things with them, such as creating horror mobs, injecting them into corpses, or other ideas that might get the succ'd person back into the round in a different way. Which, should hopefully reduce complaints and make ling way cooler.
As a continuation of #9389
As a bonus, any drugs that mentioned their IRL counterpart in their description now describe their predecessor as ancient, and the new ones as modern. The biggest difference here is just the Antihistamine which was given a full new name. They're similar enough that they'll be recognized (most of them) but different enough for us to call our own and not care what the real medicines are/do since these are our sci-fantasy versions just inspired by them.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Fixes#7477
I tested this with attacking a robot and a regular wall with help intent on/off. It seems there's something custom with walls for changeling so please consider any side effects of changing the iscrowbar logic.
One thing is, even with help intent you will attack humans when clicking them. While this fix allows robots to be attacked by the changeling arm, it can not do so on help, which may seem inconsistent.
Wew. It also separates ling stuff into sorted files and folders. For future developers to uh. Rework. And uh. Not remove.
Improved sting descriptions.
Fixed various typos, made some descriptions more clear.
Stealthsuck now does toxins instead of genetic damage (randomly between 10 and 15).
Hallucination sting occur 5 - 15 after stinging.
Hallucinations last a smaller amount of time.
Epinephrine sacs renamed to Adrenaline Sacs.
Adrenaline Sacs cost 30 chemicals (was 45) previously.
Adrenaline Sacs produce low amounts of oxycodone and hyperzine on activation.
Faster chemical regeneration upgrade now regenerates 2.5 times faster (up from 2).
Enhanced chemical storage now stores 50 extra (up from 25).
Armblades now cost 4 genomes (up from 2).
Rapid regeneration now heals genetic damage as well.
Regenerative stasis now allows you to revive after 10 seconds (from randomly: between 8 and 20 seconds).
Adds a text prompt confirmation if you want to go horrorform or not. Die misclicks, die.
Adds a prompt to let ling know they need to wait a minute before they can stealthsucc again.
Ling shield does more bashing damage.
The ling is ass. It's just. Ass. Butts. It isn't scary. Whap it and cuff it, toss it in solitary and smack its horribly deformed ass. Now they can tear through walls. Nice.
Forming armblades and flesh riot shields as ling now break cuffs and straitjackets.
Changing into a lesser form now uncuffs you
You can use an armblade is a crowbar, to do crowbar based activities.
The armblade can be used to slice and dice through non-reinforced walls and girders.
On request from a staff member, I have implemented a delay on using Absorb DNA. Changelings will be unable to use the ability for a full minute after successfully completing it.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
This is Stage 1 of my ling rework. It is intended to be a standalone fix that corrects one of the particularly frustrating aspects of changeling, along with a few minor QoL tweaks. There WILL be more stuff later as I continue the rework, but this is sorely needed now.
Here is what it has done:
-There is now an ability called Absorb DNA available to all changelings, it has replaced the old ability of the same name.
--It can target anyone adjacent to you, and they can't move or it fails.
--It takes about 1/3 the time of a succ, but you don't have to grab them, you just have to chat with them or whatever to encourage them to remain put. You know, roleplay and stuff.
--It does not kill the target, or work on other changelings.
--After it is completed, you receive 1 DNA point
--Approximately 10-15 seconds after you complete the process, the target will receive a small but noticeable amount of genetic damage. This is do prevent people from immediately flipping the fuck out because they took damage and pointing at the person next to them as the cause.
--Attempting to absorb the DNA with someone who has over 100 genetic damage will cause them to become briefly stunned and husked.
A lot of the gamemodes had bad requirements for players and antags, and as a result, it would result in bad rounds that were either incredibly boring or one sided. Gamemodes would appear to be far too common, such as changeling and vampire, as the requirements for players and antags are VERY little.
Overview
Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed.
For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels.
Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic.
The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png
You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party.
Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still.
Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
changes:
Reworked how human body icon keys are generated; resulting keys should be much shorter now and involve less duplication of the same string.
Players are now shown a message when they try to add markings to a species that has none available.
Admin revive for human-types will now also re-apply their organ and marking prefs.
Admin revive now also resets shock_stage (fixes rejuv'd mobs being slow for a while)
Adds an end game power for changelings (15 genomes points), allowing them to turn into a robust mob for around five minutes.
Fixes some issues with arm blades and shields, also adds a chem costs to using them.
Adds new changeling related sounds.
This PR adds a new helper (ADD_VERB_IN(target, time, verb)) to add verbs to a mob using timers instead of spawn.
Also converted a few instances of spawn-verb-adding to the new helper.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
-nerfed overall accuracy, and removed burst, of the scout rifle
-removed a fuckton of white space from nanacode
-should fix ipcs being stung by changelings at long last
- Fixes#1660
-re-added old code changeling features, like non-stealthy sting and arm blades, with proper sprites this time, and shields
-changeling revive will now be only triggered when the ling wants to come back
-lings can't ling monkeys anymore
-fixed ipcs being affected by stings
-removed species transformation skill, now, using transform will turn you also into said species
-fix msai and zhan tajaran not having hairstyle or being able to use tajaran only equipment
-add some extra details to their languages
-adds siik tajar has an alternative language
-remove devouring from tajaran
-fix changeling getting 25 points
Fixes nutrition displays not updating.
Adds code support for species-variable levels of max nutrition storage, and nutrition loss. No actual variations are yet implemented, awaiting input from lore team.
Fixes all relevant static isntances of numeric literals with the max_nutrition variable
And a feature tweak: Players will now spawn with randomised nutrition levels when they join
Should make scaling of antags proper. At the start of the round, it updates the initial_spawn_target of each active antagonist template in relation to the player count.
The initial_spawn_target will never be lower than the initial_spawn_req, or higher than the hard_cap. It'll default as necessary.