Commit Graph
21 Commits
Author SHA1 Message Date
MrMelbertandGitHub 49d502ac9b Optimizes grid check event a bit (+minor fixes) (#96075) 2026-05-27 20:43:58 -04:00
ShizCalevandGitHub 459cb01a4e Fixed fake grid check events failing to announce (#75393)
```
Exception has occurred: Cannot read null.announcement_spam_protection
 - proc name: announce (/datum/round_event/grid_check/announce)
 -   source file: grid_check.dm,20
 -   usr: null
 -   src: /datum/round_event/grid_check (/datum/round_event/grid_check)
 -   call stack:
 - /datum/round_event/grid_check (/datum/round_event/grid_check): announce(1)
 - /datum/round_event/falsealarm (/datum/round_event/falsealarm): announce(0)
 - /datum/round_event/falsealarm (/datum/round_event/falsealarm): process(2)
 - Events (/datum/controller/subsystem/events): fire(0)
 - Events (/datum/controller/subsystem/events): ignite(0)
 - Master (/datum/controller/master): RunQueue()
 - Master (/datum/controller/master): Loop(2)
 - Master (/datum/controller/master): StartProcessing(0)
```
Caused by #73277
Fake events don't have controllers.

🆑 ShizCalev
fix: Fixed fake grid check events failing to announce properly. 
/🆑
2023-05-13 20:34:39 -04:00
JacquerelandGitHub 728a0f1b91 Grand Ritual: Alternate Wizard objective (Wizard Events II) (#72918)
Adds an alternate greentext objective for Wizards known as the "Grand
Ritual". This was initially the gimmick of a different wizard-related
antagonist downstream. I didn't get permission to port it, so I'm
attaching it to regular Wizards instead.

Wizards will spawn in with a new Grand Ritual button next to their
antagonist info button. Pressing it will pinpoint them towards their
next Ritual Location (a randomly chosen region of the space station).
Once within that location, pressing it will summon a magic circle and
obliterate any dense objects which are in the way. This also puts the
ability on a two minute cooldown.
Clicking on the magic circle with an empty hand will begin a three-stage
invocation to gather magical power. You can interrupt this invocation at
any time and will resume from the last stage you completed (if you
finished two stages you only need to do one more).
Once you complete a ritual, a random event will be triggered based on
how many rituals you have performed so far. These tend to be ones which
annoy the crew in some manner, and Wizard Events are included in the
list. Additionally, something weird will usually happen to the room you
are in.
Then you are assigned a new location and can toddle off to do it again.

Once you have done this three times, you will be picked up by the
station's sensors every time you start a subsequent ritual and should
expect annoyed company to come investigate.
Once you have done this six times, you can finally spend all of that
accumulated power on the seventh Grand Finale ritual. Completing this
grants you victory at the end of the round and will have a larger,
flashier effect which you can pick from a list of options, think of it
like a wizard equivalent of a Traitor Final Objective or Heretic
Ascension.
After that you can still keep doing rituals if you want to pester the
crew further by summoning more random events, you've already "won" at
this point so now it's your job to make them want to go home.

I think it'd be more fun to just find out what the Finale ritual can do
by seeing it happen but maintainers will probably want a list of its
precise capabilities, so here it is:

Currently completing a ritual also has a chance to create Heretic
Reality Tears (of both varieties, available for Heretics to eat and
visible to crew) as a kind of cross-antagonist interaction which seemed
to make sense to me but if this seems thematically or mechanically
inappropriate it's easy to strip out.
2023-02-12 14:27:05 -06:00
MrMelbertandGitHub 8abc39bdd2 Fixes admin "power failure" secret. (#73277)
## About The Pull Request

- Fixes "power failure" secret not working.

`GLOB.the_station_areas` is a list of types, not list of areas. 
This `as anything` was causing runtimes, as it was accessing values on
types, and not area instances.

Swaps it over to use `GLOB.areas` + location check that the areas are on
station Z level.

- Fixes "power failure" secret having no announcement if no grid check
has occurred

`GLOB.power_failure_message_cooldown` starts at 0, so it was always
lower than `world.time` if an admin uses it when no grid check has
occurred. Delving deeper, these should not have been linked whatsoever.

The power failure spam prevention is now tied to the grid check event
itself. I also don't believe it to be necessary, as we fixed discounts
having infinite stock, but I'll keep it just cause.

## Why It's Good For The Game

Secrets work as advertised

## Changelog

🆑 Melbert
fix: Admins, "All areas unpowered" in the secrets menu will now function
again.
/🆑
2023-02-07 16:20:58 -07:00
tattleandGitHub 118b27c729 Return of the scrubber overflow event (#68378)
About The Pull Request

Brings back the scrubber overflow event, previously removed in #53549
This version has nerfed numbers because foam changes made it stupidly powerful.

Also snake_cases some event variables.
Why It's Good For The Game

More dangerous but not station-damaging events. Bonus: janitor content.
Changelog

cl
add: Re-adds the scrubber overflow event as a random event
/cl
2022-09-02 09:55:45 +12:00
ShizCalevandGitHub b82ba3ec50 Power failure event will now only provide an announcement if the previous power failure has ended (#68943)
Power failure event will now only provide a message if a previous power failure has ended
2022-08-04 23:34:10 -04:00
ProfakosandGitHub b5e57216ee Event menu rewrite (#68472)
About The Pull Request

kép

This PR does the following:

    Force event menu uses tgUI.
    Arranged events into categories, and added a little description to each. The descriptions appear as tooltips when you hover over the Trigger button.
    Rewrote how "Announce to crew?" works. It no longer pops up a panel after the event has been already announced. Instead, the admins select it via a checkbox, and the result is passed through an optional argument.
    announceChance's comment is tweaked a bit to reflect how it actually works at the moment.
    Moved rpgtitles to wizard events, where it belongs.
    Fake Virus and Electric Storms show up to observers, as I believe they are not as common as Space Dust or Camera Failure, and should be cancelable.

Potential issues:
This only solves half of #68408, I don't think admin triggering having a timer and a cancel button is a big issue, as it allows other admins to overrule you if needed, but if i is, I will try to fix it within this PR.

Fixes #68408. Events now spawn immediately, and the the announceChance is overwritten before it begins.

My choices for categories and descriptions might not be the best, feedback would be appreciated.
Why It's Good For The Game

The old spawn menu was completely unorganized, and you could only search using the browser search tool. I believe a built in search bar helps with this issue a bit. I also believe that organizing the events into categories, and adding descriptions will help with newer admins who might not be familiar with all events.
Changelog

cl
refactor: The Force Event UI has been refactored
refactor: Events now have categories and descriptions
refactor: Admin triggered events happen immediately
balance: Fake Virus and Electric Storms are shown to admins, making them cancelable
/cl
2022-08-05 09:18:14 +12:00
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

    Lucky winner - Free pizza and beer every 6-12 minutes
    Galactic Grant - Larger starting funds for cargo
    Premium internals boxes - emergency box has flare + radio as bonus
    Bountiful bounties - Bounties pay 20% more
    Strong supply lines - Imports 20% cheaper
    Filled maint - More loot in maint
    Fast shuttle - Cargo shuttle is faster
    Free scarves - Free scarfs if a slot is free

Neutral:

    Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
    Unnatural atmosphere - Lava planet can get more restricted gasses
    Unique AI - Random lawset at roundstart for AI
    Ian adventure - Ian teleports to a random spot on the station
    Glitched PDAs - PDA's have a different beep
    Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom

Negative:

    Carp infestation - Carp event is more common and can start earlier
    Weak supply lines - Imports 20% more expensive
    Blackout - Station lights are partially broken around the station
    Empty maint - Less loot in maint
    Overflow bureacracy mistake - Random overflow job (From a vetted list)
    Late Arrivals - Everyone starts in arrivals
    Random spawns - Random spawn location (by drop pod)
    Slow shuttle - Cargo shuttle is slower

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00
AkrillaandAnturK 4dda76b8f1 [READY] Contractor Hub (#45117)
* Contract Hub + Pinpointer + more contracts

* Show rep

* Better errors

* Dynamic hub

* Bug fixes

* Show items

* No html in desc

* compile

* contractor support

* limit

* allow limits of 1

web edit

* Equip and send partner + turf helper

* working reinforcements

* Cleanup

* removing debug

* blackout

* test

* Working buttons

* no debug

* prelight

* finalized interface

* better fit

* hub icon

* conflict

* text

* error

* kit tweaks

* items

* fixup

* fixup

* bugfix

* ui fix
2019-07-15 20:36:54 +02:00
Menshin 6835cbe986 Aligned grid_check event code with the power_failure one.
Some code cleaning.
2019-03-07 13:47:36 +01:00
Tad HardestyandShizCalev f2dbe5cf13 Replace explicit z-level checks with defines (#33829)
* Replace explicit z-level checks with defines

* Rename turf_z_is_planet for consistency

* Use TRUE/FALSE in onSyndieBase
2017-12-29 14:40:06 -05:00
AnturKandLeo 3093d86897 Makes false alarm use more explicit in event code. (#32559) 2017-11-11 18:35:49 -02:00
KorPhaeronandJordan Brown 10a3238fd6 Makes the station Z level into a list instead of a single define (#30297)
* Makes Station Z Levels a global list

* Things didnt get committed

* Define

* Removes files

* Fix mind.dm

* Wrong list name

* (

* Fixes rev checks and signpost

* Makes it actually compile

* Signpost fix

* I hate these sign posts

* Never use the web editor
2017-09-11 13:39:52 -04:00
Lzimann 3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
Cyberbossandduncathan salt 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Shadowlight213 7e09f1bc77 Removes SMES power failure.
changes exception system to use critical_machine variable on machines.
Tcomms machines and the AI have their areas exempted.
If the PA is assembled, engineering is exempted.
2016-08-22 19:24:59 -07:00
Shadowlight213 e0d2a9f434 Removes some limits and ups the max disable time to 2 minutes. 2016-08-22 00:03:55 -07:00
Shadowlight213 15f91e8058 Improvements. 2016-08-21 21:54:25 -07:00
Shadowlight213 70c02bb365 Let's err on the side of caution and make the engineering smes immune. 2016-08-21 21:30:06 -07:00
Shadowlight213 74ae1a75fb Adds the grid check random event from baystation. 2016-08-21 21:22:43 -07:00