Commit Graph
454 Commits
Author SHA1 Message Date
Arturlangandnevimer 1c0ac21cb4 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead

(cherry picked from commit 0bc42d6940)
2025-08-08 15:31:08 -04:00
MrMelbertandRoxy e0bdfc3f5f Dynamic Rework (#91290)
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible.

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit.

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.

![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)

![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑

(cherry picked from commit 4c277dc572)
2025-06-26 20:12:17 -04:00
SmArtKarandRoxy 0f01987115 Refactors ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK out of inventory code (#90869)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``

## Why It's Good For The Game

Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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2025-05-15 16:14:06 -04:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
klorpaandGitHub 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
8b12def86c [MIRROR] Datumizes pod types (#28986)
* Datumizes pod types (#85033)

## About The Pull Request

Changes supply pods to use datums instead of a massive nested list to
store data and index defines as styles. Complete feature parity.

## Why It's Good For The Game
this is nightmare fuel to work with

![image](https://github.com/user-attachments/assets/851ea009-508b-4958-996e-d46a758b2f62)

and this is a sin against nature and god

![image](https://github.com/user-attachments/assets/6b0cd374-1305-4fe6-9ab6-4912c9cb4461)

![image](https://github.com/user-attachments/assets/88c83f60-af9d-4ea9-af5f-c0810a6d9c66)
ends up as

![image](https://github.com/user-attachments/assets/2cb9e264-895d-49b9-b228-e04ac1353ba1)
which is ???

Using a nested list to store pod data is a very bad idea, it has
horrible formatting, is unreadable without having index defines open in
a second tab and is not extendable. And as you can see above, if someone
added another pod type before 14th everything would break because other
pod type lists **__only have 8 elements__** instead of 10 like the
seethrough one does.

## Changelog
🆑
refactor: Pod code now uses datums instead of being a huge nested list
/🆑

* Datumizes pod types

* [MIRROR] Datumizes pod types [MDB IGNORE] (#3917)

* Datumizes pod types (#85033)

## About The Pull Request

Changes supply pods to use datums instead of a massive nested list to
store data and index defines as styles. Complete feature parity.

## Why It's Good For The Game
this is nightmare fuel to work with

![image](https://github.com/user-attachments/assets/851ea009-508b-4958-996e-d46a758b2f62)

and this is a sin against nature and god

![image](https://github.com/user-attachments/assets/6b0cd374-1305-4fe6-9ab6-4912c9cb4461)

![image](https://github.com/user-attachments/assets/88c83f60-af9d-4ea9-af5f-c0810a6d9c66)
ends up as

![image](https://github.com/user-attachments/assets/2cb9e264-895d-49b9-b228-e04ac1353ba1)
which is ???

Using a nested list to store pod data is a very bad idea, it has
horrible formatting, is unreadable without having index defines open in
a second tab and is not extendable. And as you can see above, if someone
added another pod type before 14th everything would break because other
pod type lists **__only have 8 elements__** instead of 10 like the
seethrough one does.

## Changelog
🆑
refactor: Pod code now uses datums instead of being a huge nested list
/🆑

* Datumizes pod types

* modular updates

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: NovaBot13 <novasector13@gmail.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: NovaBot13 <novasector13@gmail.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-27 19:57:36 +05:30
SmArtKarandGitHub 2c0f5d181a Datumizes pod types (#85033)
## About The Pull Request

Changes supply pods to use datums instead of a massive nested list to
store data and index defines as styles. Complete feature parity.

## Why It's Good For The Game
this is nightmare fuel to work with

![image](https://github.com/user-attachments/assets/851ea009-508b-4958-996e-d46a758b2f62)

and this is a sin against nature and god

![image](https://github.com/user-attachments/assets/6b0cd374-1305-4fe6-9ab6-4912c9cb4461)

![image](https://github.com/user-attachments/assets/88c83f60-af9d-4ea9-af5f-c0810a6d9c66)
ends up as

![image](https://github.com/user-attachments/assets/2cb9e264-895d-49b9-b228-e04ac1353ba1)
which is ???

Using a nested list to store pod data is a very bad idea, it has
horrible formatting, is unreadable without having index defines open in
a second tab and is not extendable. And as you can see above, if someone
added another pod type before 14th everything would break because other
pod type lists **__only have 8 elements__** instead of 10 like the
seethrough one does.

## Changelog
🆑
refactor: Pod code now uses datums instead of being a huge nested list
/🆑
2024-07-21 13:52:21 -07:00
58ab268888 [MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start)

* step one rip out all the old nasties

* fixes, current bugs: donator lock, ckey lock, one item in case

* opps

* sanity checks, fixed, donator implementation, ckey locking. fixes.

* wew

* final fixes

* Update loadout_categories.dm

* Update loadout_items.dm

* Update loadout_items.dm

* Update declarations.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-22 22:09:03 +01:00
MrMelbertandGitHub d244c86ce6 Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#83521)
## About The Pull Request

Adds a Character Loadout Tab to the preference menu

This tab lets you pick items to start the round with


![image](https://private-user-images.githubusercontent.com/51863163/336254447-c5f7eefa-c44c-418d-b48e-0409bb5bb982.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTgwNDAxMjMsIm5iZiI6MTcxODAzOTgyMywicGF0aCI6Ii81MTg2MzE2My8zMzYyNTQ0NDctYzVmN2VlZmEtYzQ0Yy00MThkLWI0OGUtMDQwOWJiNWJiOTgyLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA2MTAlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwNjEwVDE3MTcwM1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWYxYWFmYjI2NDU0YjUyODg3NjBmM2VjZDg4YWQ1YjlhMThmODU3MDYyMzYwOGVmYTcxYmY2MDhjZWVmYjQ5ZTcmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.Y0_19Gisfp4yyUmLgW2atfKyneL7POWFRKNVgNWTbEs)

This also has some additional mechanics, such as being able to recolor
colorable items, rename certain items (such as plushies), set item skins
(such as the pride pin)


![image](https://github.com/tgstation/tgstation/assets/51863163/8a085d6c-a294-4538-95d2-ada902ab69b4)

## Why It's Good For The Game

This has been headcoder sanctioned for some time, just no one did it. So
here we are.

Allows players to add some additional customization to their characters.
Keeps us from cluttering the quirks list with quirks that do nothing but
grants items.

## Changelog

🆑 Melbert
add: Character Loadouts
del: Pride Pin quirk (it's in the Loadout menu now)
/🆑
2024-06-11 17:50:12 -07:00
+8 7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
HigginandGitHub d59abdf148 Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)
## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.
2024-04-09 02:38:16 -05:00
8dec82ee85 [MIRROR] Blackmarket refactor and balance, fixing spy bounties, plus a new category for people captured by pirates/tots/contractors. (#26869)
Blackmarket refactor and balance, fixing spy bounties, plus a new category for people captured by pirates/tots/contractors. (#81818)

This PR aims to take care of a few potential hard dels and fix the
fenced goods category first and foremost.

The PR also adds a new one that enables you to buy mobs captured by
antags in advance, before they're sent back to the station. Unlike other
categories, it doesn't have "Launch" and "Teleport" as delivery methods,
instead it uses a special "Supply Pod" delivery method that ships the
chattel directly to your location. This method costs 400 credits,
however, if you've built the LTSRBT, shipment will be free.

Another thing, I always felt LTSRBT to be pretty fucking dumb as is. Way
too overpriced for the benefits it offers: a slighty cheaper delivery
method that, while definitely better than the other two, doesn't really
pay off or honestly even remotely compensate the 4000 credits you just
spent to get it, especially if you're only buying a couple items at
most. So I decided to remove it from cargo and add it to the blackmarket
as a 500 to 750 creds item, available every round.

Human mobs sold by the pirate bounty pad are no longer deleted, instead
they're properly ransomed and sent to the holding facility, much like
for contractors and tots. This means they're also added to the black
market.

The blackmarket system has some issues to it that need to be fixed
(otherwise the "Fenced Goods" and "Hostages" categories wouldn't work).
The Pirate Pad deleting "ransomed" mobs instead of actually ransoming
them is lame. The LTSRBT shouldn't suck as much. Also more market stuff.

This will fix #81809.

🆑
fix: Fixed the "Fenced Goods" black market category.
balance: Removed the LTSRBT from cargo and added it to the blackmarket,
reduced the price from 4000 to 625 on average.
balance: The time it takes for captured mobs to be automatically sent
back to the station from the holding facility has been increased from
3-4 minutes to 6.
add: You can buy mobs captured by contractors, traitors and pirates from
the black market and have them sent back to the station in advance. For
safety, they'll also be handcuffed (not always) upon delivery.
add: Human mobs sold by pirates are not deleted anymore. Instead,
they're now captured and sent to the holding facility.
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-28 22:39:23 -04:00
GhomandGitHub 737822398a Blackmarket refactor and balance, fixing spy bounties, plus a new category for people captured by pirates/tots/contractors. (#81818)
## About The Pull Request
This PR aims to take care of a few potential hard dels and fix the
fenced goods category first and foremost.

The PR also adds a new one that enables you to buy mobs captured by
antags in advance, before they're sent back to the station. Unlike other
categories, it doesn't have "Launch" and "Teleport" as delivery methods,
instead it uses a special "Supply Pod" delivery method that ships the
chattel directly to your location. This method costs 400 credits,
however, if you've built the LTSRBT, shipment will be free.

Another thing, I always felt LTSRBT to be pretty fucking dumb as is. Way
too overpriced for the benefits it offers: a slighty cheaper delivery
method that, while definitely better than the other two, doesn't really
pay off or honestly even remotely compensate the 4000 credits you just
spent to get it, especially if you're only buying a couple items at
most. So I decided to remove it from cargo and add it to the blackmarket
as a 500 to 750 creds item, available every round.

Human mobs sold by the pirate bounty pad are no longer deleted, instead
they're properly ransomed and sent to the holding facility, much like
for contractors and tots. This means they're also added to the black
market.

## Why It's Good For The Game
The blackmarket system has some issues to it that need to be fixed
(otherwise the "Fenced Goods" and "Hostages" categories wouldn't work).
The Pirate Pad deleting "ransomed" mobs instead of actually ransoming
them is lame. The LTSRBT shouldn't suck as much. Also more market stuff.

This will fix #81809.

## Changelog

🆑
fix: Fixed the "Fenced Goods" black market category.
balance: Removed the LTSRBT from cargo and added it to the blackmarket,
reduced the price from 4000 to 625 on average.
balance: The time it takes for captured mobs to be automatically sent
back to the station from the holding facility has been increased from
3-4 minutes to 6.
add: You can buy mobs captured by contractors, traitors and pirates from
the black market and have them sent back to the station in advance. For
safety, they'll also be handcuffed (not always) upon delivery.
add: Human mobs sold by pirates are not deleted anymore. Instead,
they're now captured and sent to the holding facility.
/🆑
2024-03-13 15:22:01 -04:00
362362ec2c [MIRROR] Adds an IS_CHANGELING helper (#26434)
* Adds an IS_CHANGELING helper (#81228)

## About The Pull Request

What it says on the tin. I also replaced checks with it everywhere I
found appropriate, hopefully without accidentally breaking anything.
## Why It's Good For The Game

We have a helper for most other antags, and it makes code a lot cleaner
and easier to read. I'm surprised we didn't have this one already.
## Changelog
🆑
code: added an IS_CHANGELING() helper and used it where applicable
/🆑

* Adds an IS_CHANGELING helper

* skyrat stuff

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
2024-02-11 12:02:11 -05:00
A miscellaneous FernandGitHub 44ce6d923d Adds an IS_CHANGELING helper (#81228)
## About The Pull Request

What it says on the tin. I also replaced checks with it everywhere I
found appropriate, hopefully without accidentally breaking anything.
## Why It's Good For The Game

We have a helper for most other antags, and it makes code a lot cleaner
and easier to read. I'm surprised we didn't have this one already.
## Changelog
🆑
code: added an IS_CHANGELING() helper and used it where applicable
/🆑
2024-02-09 08:56:57 -05:00
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
YesterdaysPromiseandGitHub 71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
b4dca646c9 [MIRROR] Lings no longer get impossible identity theft objectives [MDB IGNORE] (#25364)
* Lings no longer get impossible identity theft objectives

* Fix Conflict, Preserve SR Addition

* Should be Fixed now

* Fix Compile Error

---------

Co-authored-by: TJatPBnJ <69724863+TJatPBnJ@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
2023-11-30 20:11:01 -06:00
TJatPBnJandGitHub 5322066d79 Lings no longer get impossible identity theft objectives (#80012)
## About The Pull Request

Crew with TRAIT_NO_DNA_COPY are no longer valid targets for identity
theft objectives. Changes some code to make it easier to exclude
potential objective targets.
Changelings that roll an identity theft objective while there are no
valid targets will now get an ordinary escape objective rather than a
free objective.

Fixes #77764
## Why It's Good For The Game

Objectives are usually meant to be achievable. 
## Changelog
🆑
fix: Changelings will no longer get an objective to impersonate crew
without absorbable DNA.
fix: Changelings will no longer start without an escape objective.
/🆑
2023-12-01 00:10:32 +00:00
9501ca5be2 [MIRROR] Sends a message to admins when a headrev/head disconnects during a revolution. They are no longer immediately treated as dead but are given a chance to reconnect [MDB IGNORE] (#23976)
* Sends a message to admins when a headrev/head disconnects during a revolution. They are no longer immediately treated as dead but are given a chance to reconnect (#78586)

## About The Pull Request
As the title says, headrevs and heads of staff during a revolution won't
be disqualified when they either disconnect or go AFK. Instead, they're
given a 2 minute timer to reconnect or stop being AFK and a warning is
sent out to admins so that they can offer up the player if time is close
to running out.
Two admin messages are sent, one when they're initially disconnected or
AFK and one sent a minute after, giving the admin a minute to act on the
log.

## Why It's Good For The Game
Disconnects can happen for any number of reasons, but sometimes they can
be unintentional, like the game crashing or briefly losing connection.
This will give headrevs and heads more leeway. Additionally, a solo
headrev who disconnects before they've converted anyone could be spotted
by admins and replaced so that the revolution gamemode isn't wasted.

## Changelog
🆑
balance: Head revolutionaries and heads of staff are no longer
immediately considered disqualified when going AFK or disconnecting and
are given a 2 minute grace period.
admin: Admins now get a log when a head revolutionary or head of staff
disconnects or goes AFK during a revolution. They also get the same log
1 minute after to give them a chance to act on the information.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Sends a message to admins when a headrev/head disconnects during a revolution. They are no longer immediately treated as dead but are given a chance to reconnect

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-09-27 23:33:43 -04:00
887f715764 Sends a message to admins when a headrev/head disconnects during a revolution. They are no longer immediately treated as dead but are given a chance to reconnect (#78586)
## About The Pull Request
As the title says, headrevs and heads of staff during a revolution won't
be disqualified when they either disconnect or go AFK. Instead, they're
given a 2 minute timer to reconnect or stop being AFK and a warning is
sent out to admins so that they can offer up the player if time is close
to running out.
Two admin messages are sent, one when they're initially disconnected or
AFK and one sent a minute after, giving the admin a minute to act on the
log.

## Why It's Good For The Game
Disconnects can happen for any number of reasons, but sometimes they can
be unintentional, like the game crashing or briefly losing connection.
This will give headrevs and heads more leeway. Additionally, a solo
headrev who disconnects before they've converted anyone could be spotted
by admins and replaced so that the revolution gamemode isn't wasted.

## Changelog
🆑
balance: Head revolutionaries and heads of staff are no longer
immediately considered disqualified when going AFK or disconnecting and
are given a 2 minute grace period.
admin: Admins now get a log when a head revolutionary or head of staff
disconnects or goes AFK during a revolution. They also get the same log
1 minute after to give them a chance to act on the information.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-09-27 21:09:14 -04:00
eb31082053 [MIRROR] Choose your own Objective [MDB IGNORE] (#23570)
* Choose your own Objective

* Update changeling.dm

* Update heretic_antag.dm

* Update heretic_antag.dm

* Update malf_ai.dm

* Update AntagInfoHeretic.tsx

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 20:26:06 -04:00
JacquerelandGitHub 6d258e5527 Choose your own Objective (#78118)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/7483112/12d3cf8d-4538-42c3-a962-bf2d6653ef55)

![image](https://github.com/tgstation/tgstation/assets/7483112/60981726-8495-47e8-8924-dd18c000fdfe)

This PR adds the ability for solo antagonists (Traitor, Changeling,
Heretic, Wizard, Malfunctioning AI, and Ninja) to "write-in" their own
objectives in place of the ones the game gave them.
For traitors this is located on the uplink (though the button is not
present if you aren't the owner of the uplink, thieves can't give you a
troll objective) and for everyone else it is on the antagonist
information panel.

Pressing this button will replace all of your objectives _except_ ones
like "escape alive" or "survive" or "die a glorious death".
By default a player can only do this once per round, but the Traitor
Panel admin tool contains a button which can display the prompt again.

Custom-entered objectives are not mechanically tracked in any way and do
not report success or failure on the round end screen, whether they were
successful or not is up to you the audience. Resultingly, doing this
will make you ineligible for getting the hardcore random points from
completing your objectives.

Admins are capable of using this button to show the prompt to _any_
antagonist, including team antagonists, but do so at their own risk. A
single cultist changing their objective to something else only updates
them, not their team.
Admins can also choose whether or not it replaces existing objectives or
just adds a new one entered by the player.

When someone sets a new objective, it informs any active administrators
of their choice and provides linked buttons to send them a syndicate
radio message or immediately smite them, because unfortunately our
players cannot always be trusted with arbitrary text entry.
I _didn't_ make this a system which requires approval because I don't
think admins _want_ that level of micromanagement, although plausibly if
it is thought to be a good idea I could add a time delay and reject
button similar to the "rename the station" charter item.

Heretics work slightly differently and have an "Are you sure?"
confirmation other antagonists lack.
This is because Heretic objectives are directly tied to ascension, thus
by replacing the objectives you are locking yourself out from being able
to do it.
I don't _necessarily_ think this is a terrible thing, because "try to
ascend" _is_ the default objective. There's no point entering a new one
if that is what you want to do anyway.

While I was in here I gave Ninjas a very rudimentary custom antagonist
panel, because they didn't have one.
I also made their C4 display where it can be detonated on examine, in
case you no longer have the relevant objective to reference.

<details>
  <summary>Other previews</summary>
  

![image](https://github.com/tgstation/tgstation/assets/7483112/55ca6ce5-a5a5-4201-9bc6-88dd4e4e35a1)

![image](https://github.com/tgstation/tgstation/assets/7483112/cba5b921-addd-4886-8d83-b0b383607efc)

![image](https://github.com/tgstation/tgstation/assets/7483112/69212c87-5a93-4524-ab9a-f2540fc61617)

![image](https://github.com/tgstation/tgstation/assets/7483112/fc5c1d26-18ef-4481-857d-ae4142e13f95)

![image](https://github.com/tgstation/tgstation/assets/7483112/046589ac-e7a5-4006-8087-42e9bcd1016e)
</details>

## Why It's Good For The Game

It's a reasonably frequent refrain that "Objectives are just guidelines"
and that more interesting players should strive to ignore them and do
something else, I would hope this would encourage that kind of
behaviour.
If you _are_ going off and doing your own thing, now other players can
actually see what it was that you were trying to do when the round ends
(and judge you based on whether you actually did it).

## Changelog

🆑
add: Traitors, Changelings, Heretics, Wizards, Malfunctioning AIs, and
Ninjas can now all reject their original objectives and provide one of
their own in its place. A Heretic doing this will no longer be able to
ascend.
add: "Custom" objectives which aren't mechanically tracked will no
longer report success or failure upon round end.
qol: Space Ninja spider charges will now display where they can be
detonated when examined, if you are a ninja.
/🆑
2023-09-07 20:25:52 +01:00
14b02a99d7 [MIRROR] Generate theft objective target list more consistently [MDB IGNORE] (#23453)
* Generate theft objective target list more consistently (#78045)

## About The Pull Request

Fixes #77943
Moves the generation of traitor theft objective targets from `new` of
`/datum/objective/steal` to `initialize` of
`/datum/controller/subsystem/traitor`

`/datum/objective/steal` we would generate the full list of possible
theft targets _only_ if the list was already empty.
A recent PR added a secondary "destroy item" objective which has no rep
prerequisite, as a result it is initialised as soon as a traitor datum
is assigned. Importantly this happens _before_ the traitor's theft
objective is assigned.
The "destroy item" objective generates its own item targets using the
"theft item" datum as it is a type of thievery, this pollutes the list
to contain more than 0 entries.
From this point on the only things people can be assigned to steal are
the items that traitors can be assigned to destroy early in a round,
which aren't valid for most kinds of theft objective.

Making the subsystem generate the list before traitor datums are
assigned resolves the race condition, the number of rounds where
_nobody_ has any kind of theft objective and this list is unused is
exceedingly small.

## Why It's Good For The Game

You can get primary theft objectives again.

## Changelog

🆑
fix: Traitors should generate with "free objective" less often, and will
once more be assigned to steal things.
/🆑

* Generate theft objective target list more consistently

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-01 17:10:50 -07:00
JacquerelandGitHub 9f3430b360 Generate theft objective target list more consistently (#78045)
## About The Pull Request

Fixes #77943
Moves the generation of traitor theft objective targets from `new` of
`/datum/objective/steal` to `initialize` of
`/datum/controller/subsystem/traitor`

`/datum/objective/steal` we would generate the full list of possible
theft targets _only_ if the list was already empty.
A recent PR added a secondary "destroy item" objective which has no rep
prerequisite, as a result it is initialised as soon as a traitor datum
is assigned. Importantly this happens _before_ the traitor's theft
objective is assigned.
The "destroy item" objective generates its own item targets using the
"theft item" datum as it is a type of thievery, this pollutes the list
to contain more than 0 entries.
From this point on the only things people can be assigned to steal are
the items that traitors can be assigned to destroy early in a round,
which aren't valid for most kinds of theft objective.

Making the subsystem generate the list before traitor datums are
assigned resolves the race condition, the number of rounds where
_nobody_ has any kind of theft objective and this list is unused is
exceedingly small.

## Why It's Good For The Game

You can get primary theft objectives again.

## Changelog

🆑
fix: Traitors should generate with "free objective" less often, and will
once more be assigned to steal things.
/🆑
2023-09-01 11:54:36 -04:00
4d7ba6ebcb [MANUAL MIRROR] Reworks Duffel Bags (Zippers) (#22363)
* Reworks Duffel Bags (Zippers)

* Update backpack.dm

* Duiffel Spotfix

* error fixes

* Update backpack.dm

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

* Update backpack.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-20 23:12:57 -04:00
bb3d041572 [Manual Mirror Fix] Removes shitty "status" variable on organs, makes them use organ_flag (#22480)
* Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)

Title.

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Modulars

* Some merge skew

* More diffs

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 17:27:49 -04:00
LemonInTheDarkandGitHub 8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that

[Creates "levels" of locked objects, uses that to make locked duffels
work](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)

[c613c00](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)

Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.

Adds a few outfit subtypes to avoid this class of failure in future.

Renames the args in a few but not all touched procs, one thing at a time

Closes #76407
Closes #76430 Had the lock check in the wrong place
Closes #76441 GOD I HATE TK SO MUCH

Wrote half the pr without glasses so if it's weird gimme some grace
yeah?

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
82cf9ea499 Removes shitty "status" variable on organs, makes them use organ_flags instead (#76350)
## About The Pull Request

Title.

## Why It's Good For The Game

Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?

## Changelog

not applicable unless i fucked up

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-29 21:09:55 +00:00
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
LemonInTheDarkandGitHub ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
17534b3e7f [MIRROR] Ashwalker Tribe roundend reporting revamp [MDB IGNORE] (#21336)
* Ashwalker Tribe roundend reporting revamp (#75506)

## About The Pull Request

This PR changes how ashwalkers are listed in the roundend report.
Originally, they would be listed as individual "other" antagonists,
which isn't a particularly great way of handling it and leads to
weirdness like this:

![image](https://github.com/tgstation/tgstation/assets/28870487/c00a2cfc-3f08-46f6-a290-ef632cac0371)

_(That's an authentic ninja greentext from a live server, by the by)_

Now, the roundend report gives each ashwalker team their own section
within the report, whether or not they succeeded, and some bonus stats.

![image](https://github.com/tgstation/tgstation/assets/28870487/c2dc3c00-62a7-4784-90be-5a8bb5cc5a50)

This new roundend report handling also supports having multiple
Necropolises (Necropoli?) in the same round. Each tribe has their stats
and success reported individually.

This also slightly modifies the protect_object objective, preventing
hard deletes when linked to objects that don't clear their own
references.

## Why It's Good For The Game

Gives Ashwalkers a much better roundend report, and handles how the
reporting is done in a much more sensible manner.

Reduces how much space that large nests take up with their individual
listings.
## Changelog
🆑 Rhials
qol: Ashwalker roundend reporting has been revamped. Glory to the
Necropolis!
/🆑

* Ashwalker Tribe roundend reporting revamp

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-05-22 12:06:13 +00:00
RhialsandGitHub 05316726ec Ashwalker Tribe roundend reporting revamp (#75506)
## About The Pull Request

This PR changes how ashwalkers are listed in the roundend report.
Originally, they would be listed as individual "other" antagonists,
which isn't a particularly great way of handling it and leads to
weirdness like this:


![image](https://github.com/tgstation/tgstation/assets/28870487/c00a2cfc-3f08-46f6-a290-ef632cac0371)

_(That's an authentic ninja greentext from a live server, by the by)_

Now, the roundend report gives each ashwalker team their own section
within the report, whether or not they succeeded, and some bonus stats.


![image](https://github.com/tgstation/tgstation/assets/28870487/c2dc3c00-62a7-4784-90be-5a8bb5cc5a50)

This new roundend report handling also supports having multiple
Necropolises (Necropoli?) in the same round. Each tribe has their stats
and success reported individually.

This also slightly modifies the protect_object objective, preventing
hard deletes when linked to objects that don't clear their own
references.

## Why It's Good For The Game

Gives Ashwalkers a much better roundend report, and handles how the
reporting is done in a much more sensible manner.

Reduces how much space that large nests take up with their individual
listings.
## Changelog
🆑 Rhials
qol: Ashwalker roundend reporting has been revamped. Glory to the
Necropolis!
/🆑
2023-05-21 21:37:57 -06:00
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
96be018eb1 [MIRROR] Refactors Suiciding Variable Into Trait [MDB IGNORE] (#20017)
* Refactors Suiciding Variable Into Trait

* suicide

* https://github.com/tgstation/tgstation/pull/72919

MISSED IRROR

* better suicide handling

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:03:05 +01:00
ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
san7890andGitHub a6f49ed542 Refactors Suiciding Variable Into Trait (#74150)
## About The Pull Request

Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.

Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window

Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.

## Why It's Good For The Game

Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.


![image](https://user-images.githubusercontent.com/34697715/226506321-550c37e7-5de8-4f9f-9ceb-4bf9b1052597.png)

## Changelog

🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑

There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
2023-03-21 20:06:45 -04:00
db4444a9b3 [MIRROR] Limit theft/destroy secondary objectives to items which at least one person cares about [MDB IGNORE] (#19714)
* Limit theft/destroy secondary objectives to items which at least one person cares about

* Update objective_items.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 06:42:08 +00:00
JacquerelandGitHub 4aef8a4cd5 Limit theft/destroy secondary objectives to items which at least one person cares about (#73731)
## About The Pull Request

This PR adds a new field `item_owner` to `datum/objective_item` and
populates it for most objective items.
The function of this field is that the objective will fail to generate
if there isn't at least one player in the game with one of those roles.
This limits theft objectives to targets which are likely to be carried
around, missed if they become absent, or at least vaguely have someone
standing close to.
This has only been applied toprogression traitor secondary objectives. 

While doing this I also culled a number of deprecated or tedious
objectives which we didn't use any more, such as every "steal a stack of
x" objective. And the plasma tank one. And the slime core one.
I also deleted any which nobody would miss, chiefly "an empty AI card".
There's plenty of those things and if one vanished nobody would notice
let alone be inconvenienced.
If anyone ever wants to bring them back for soul reasons it will be
retained in the commit history, that's what git is for.

The list is actually not particularly long now, so if people have good
ideas for more things to add to expand it again... well they could have
done that any time in the past 10 years but they can still do it now as
long as it isn't to fill it back up with things nobody will miss if they
are gone.
For myself, I added the robotics lab mech crowbar to the list as it
fulfils most of the criteria of "fire axe" but with the benefit of there
only being one on most maps.

I also removed the `difficulty` var which was undocumented, not set for
most objectives (all "low risk" objectives had a default difficulty of
`9001`), and unused.

Also I think this is my 100th PR so you have to be nice to me.

## Why It's Good For The Game

Traitor objectives (and antagonist objectives in general) should:
- Present you with a somewhat engaging task
- Encourage you to interact with at least one other player (at least by
"attempting to sneak past them")
- Move the state of the round forward in some way, usually by creating
inconvenience for at least one other person

Many current progression traitor objectives do not meet all (and some
perhaps not even any) of the above criteria and I am planning on making
a series of changes in order to address this. Expect to see this
paragraph copied/pasted into some other PRs probably.

This one is the simplest: Stealing an item from someone who literally
isn't in the game does not antagonise anyone. So we won't ask anyone to
do it.

## Changelog

🆑
balance: Traitor secondary objectives to steal or destroy an item are
now associated with a particular "owner" or "victim" and won't generate
themselves if nobody would actually be victimised by the crime.
add: Traitors can sometimes be tasked with stealing and destroying the
roboticist's big crowbar, if there is one
/🆑
2023-03-07 23:29:16 +00:00
9a0e94aaa2 [MIRROR] Fixes hijacked shuttles not counting as escaped, cleans up associated code [MDB IGNORE] (#19652)
* Fixes hijacked shuttles not counting as escaped, cleans up associated code (#73623)

## About The Pull Request

Fixes #72240

So, in the past, `onCentCom` ran a check at the end that said "if we're
on centcom z, in centcom area, or in shuttle that is endgame launched:
return TRUE"

Meanwhile its brother `onSyndieBase` did not need to run the same
checks, because it was also on the centcom z-level.

This meant that for the purposes of `considered_escaped`, `onCentCom`
pretty much entirely eclipsed `onSyndieBase`, only mattering for, well,
Nuke Ops

So the fix was simple - add the check for "in shuttle that is engame
launched" to `onSyndieBase`.

I took this opportunity to do a quick audit of associated "escaped" and
"alive" code. Did you know that hardcore random only checked that you
were on centcom to award survival points? Instead of any other checks
for escaped like stat?

Also the ancient "romerol zombies can't be used as an easy way to
greentext escape" was broken, because it checked the wrong species ID?

Bonus performance optimization: `in area` -> `in
area.get_contained_turfs()`

## Why It's Good For The Game

Hijack does not turn around to become an L

## Changelog

🆑 Melbert
fix: Hijacked shuttles now count as "escaping alive" once agian
fix: Hardcore random survival now actually checks that you've escaped
alive, and not just made it to centcom
fix: Intelligent zombies can now escape.
fix: Infectious zombies now don't count as escaped as intended.
/🆑

* Fixes hijacked shuttles not counting as escaped, cleans up associated code

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-03-04 13:00:17 +00:00
MrMelbertandGitHub 2fd2feec50 Fixes hijacked shuttles not counting as escaped, cleans up associated code (#73623)
## About The Pull Request

Fixes #72240 

So, in the past, `onCentCom` ran a check at the end that said "if we're
on centcom z, in centcom area, or in shuttle that is endgame launched:
return TRUE"

Meanwhile its brother `onSyndieBase` did not need to run the same
checks, because it was also on the centcom z-level.

This meant that for the purposes of `considered_escaped`, `onCentCom`
pretty much entirely eclipsed `onSyndieBase`, only mattering for, well,
Nuke Ops

So the fix was simple - add the check for "in shuttle that is engame
launched" to `onSyndieBase`.

I took this opportunity to do a quick audit of associated "escaped" and
"alive" code. Did you know that hardcore random only checked that you
were on centcom to award survival points? Instead of any other checks
for escaped like stat?

Also the ancient "romerol zombies can't be used as an easy way to
greentext escape" was broken, because it checked the wrong species ID?

Bonus performance optimization: `in area` -> `in
area.get_contained_turfs()`

## Why It's Good For The Game

Hijack does not turn around to become an L

## Changelog

🆑 Melbert
fix: Hijacked shuttles now count as "escaping alive" once agian
fix: Hardcore random survival now actually checks that you've escaped
alive, and not just made it to centcom
fix: Intelligent zombies can now escape.
fix: Infectious zombies now don't count as escaped as intended. 
/🆑
2023-03-04 03:09:33 -05:00
4999bdfd19 [MANUAL MIRROR] Better groups for antagonists (#18839)
* Better groups for antagonists (#72576)

Better categorizes antagonists into groups for the orbit UI, admin
traitor panel.
Permanently hostile antags were intermixed in the "Alive" section, and
it was sometimes tough to see what's going on.
To do this, many minor antags needed new antag datums which were added
with fluff objectives as a bonus.

Group Name | Antags
--- | ---
Syndicate | Nukies, battlecruiser crew, lone op
Extradimensional Abominations | Nightmare, morph, pyro
slime
Spaceborne Leviathans | Space dragon, (spawned) carps
Invasive Overgrowth | Venus human traps
Arachnid Infestation | Spiders
Eldritch Horrors | Cult constructs, revenant

( = New antag datum, proper orbit category, new objective text)

<details>
<summary>Screenshots (outdated)</summary>

Antags get more tooltip info
![Screenshot 2023-01-08
173344](https://user-images.githubusercontent.com/42397676/211233179-d0e9229c-0f2e-4cd3-838b-fc0c5255ec9c.png)

Populating space dragon + carps (now leviathans)
![Screenshot 2023-01-08
235526](https://user-images.githubusercontent.com/42397676/211267252-2a86f8bc-4b4a-4ad6-81ed-f6b2e72d8fc0.png)

Detail to distinguish job & rank
![Screenshot 2023-01-08
233608](https://user-images.githubusercontent.com/42397676/211267334-60cabefc-b768-4a8e-8d4b-74b3d4fd45b1.png)

New categories in action
![Screenshot 2023-01-09
131003](https://user-images.githubusercontent.com/42397676/211408962-2e3c3cb9-f08e-4e27-a765-6485fe5064b0.png)

Organized Traitor Panel

![Screenshot_20230109_113453](https://user-images.githubusercontent.com/42397676/211392793-a9e6c170-60de-46bc-b0b6-02d74d45e42d.png)

</details>

Better UI, observer experience, admin panel.
It's now very obvious when something is hostile from the orbit panel.

🆑
qol: The orbit menu now sorts antagonists into groups more effectively.
Some get new named groups.
admin: Traitor panel should have slightly more sane categories.
add: Many minor antagonists now have "objectives".
refactor: Refactors code in several antag datums.
/🆑

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Fixes the compile issues

* Also puts the drifting contractor in the syndicate group in the antag panel

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 19:57:20 -05:00
85a0d42b7d Better groups for antagonists (#72576)
## About The Pull Request
Better categorizes antagonists into groups for the orbit UI, admin
traitor panel.
Permanently hostile antags were intermixed in the "Alive" section, and
it was sometimes tough to see what's going on.
To do this, many minor antags needed new antag datums which were added
with fluff objectives as a bonus.

Group Name | Antags
--- | ---
Syndicate | Nukies, battlecruiser crew, lone op
Extradimensional Abominations | Nightmare, morph, pyro
slime
Spaceborne Leviathans | Space dragon, (spawned) carps
Invasive Overgrowth | Venus human traps
Arachnid Infestation | Spiders
Eldritch Horrors | Cult constructs, revenant 

( = New antag datum, proper orbit category, new objective text)

<details>
<summary>Screenshots (outdated)</summary>

Antags get more tooltip info
![Screenshot 2023-01-08
173344](https://user-images.githubusercontent.com/42397676/211233179-d0e9229c-0f2e-4cd3-838b-fc0c5255ec9c.png)

Populating space dragon + carps (now leviathans)
![Screenshot 2023-01-08
235526](https://user-images.githubusercontent.com/42397676/211267252-2a86f8bc-4b4a-4ad6-81ed-f6b2e72d8fc0.png)

Detail to distinguish job & rank
![Screenshot 2023-01-08
233608](https://user-images.githubusercontent.com/42397676/211267334-60cabefc-b768-4a8e-8d4b-74b3d4fd45b1.png)

New categories in action
![Screenshot 2023-01-09
131003](https://user-images.githubusercontent.com/42397676/211408962-2e3c3cb9-f08e-4e27-a765-6485fe5064b0.png)

Organized Traitor Panel 

![Screenshot_20230109_113453](https://user-images.githubusercontent.com/42397676/211392793-a9e6c170-60de-46bc-b0b6-02d74d45e42d.png)

</details>

## Why It's Good For The Game
Better UI, observer experience, admin panel. 
It's now very obvious when something is hostile from the orbit panel.

## Changelog
🆑
qol: The orbit menu now sorts antagonists into groups more effectively.
Some get new named groups.
admin: Traitor panel should have slightly more sane categories.
add: Many minor antagonists now have "objectives".
refactor: Refactors code in several antag datums.
/🆑

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-20 11:18:30 +13:00
aa441a9633 Mirror 72339 & 71284 (#18645)
* Renews a bunch of old roundend new reports that got lost. Plus, some roundend report QoL for cult and revs. (#71284)

A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).

Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.

Some of these reports are dead, which is is a shame because I think
they're cool and fun.

🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑

* Adds support for Rulesets having intrinsic template requirements (#72339)

Title

Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them

This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong

This should not be player facing

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-12 01:18:18 -05:00
63f8145598 [MIRROR] Replaces Traitor Greentext Objectives with Assassination/Escape Objectives [MDB IGNORE] (#18067)
* Replaces Traitor Greentext Objectives with Assassination/Escape Objectives

* Mirror!

Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-19 20:59:40 +13:00
15faaa54f5 [MIRROR] Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. [MDB IGNORE] (#17907)
* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons.

* conflicts

* Modular!

* update modular

* icon icon icon icon icon

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-16 16:01:41 +00:00
zxaberandGitHub 54cfbcce2e Replaces Traitor Greentext Objectives with Assassination/Escape Objectives (#71349)
## About The Pull Request
- Traitors now have the old two kill + escape objectives from before
progressive traitors. These objectives are for greentext/victory
conditions only, and are known as "Primary Objectives".
- The Progressive Traitor system remains in place for unlocking
dangerous gear.
- Completing the Final Objective from the progressive list is an
alternate route to victory.
- Traitor Uplinks now have a new tab that lists Primary Objectives,
which will also indicate when the Traitor has a secured victory by Final
Objective.
- Also cleaned up the round end report, see below.
## Why It's Good For The Game

See https://hackmd.io/WVjTLp6xTJiTFEkhSqqWIQ?view for my complete
thoughts.

TL;DR:
- Getting Rep is too much of a time commitment for Greentext. 
- Most of ProgTraitor is quiet sabotage that no one cares about, leading
to less conflict with the crew.
- Losing the Uplink creates an unwinnable state.

This PR fixes the above, by bringing back the 2 kill + escape system.
Traitors are now required to actually negatively affect at least some
crewmembers, and actually survive the round, to gain a victory state.
Alternatively, if they reach the Final Objective, they are given a free
pass, as an alternate route if they cannot find their Primary Objective
targets. Final Objectives will count as a victory even if the traitor
dies.

The Progressive Traitor system is still used for unlocking gear, and no
values for items, or restrictions based on role, have been changed.
## Changelog
🆑
balance: Traitors now have two kill and an escape objective for
Greentext purposes, though completing a Final Objective will Greentext
too.
/🆑
New Primary Objective Tab:

![tot_objs](https://user-images.githubusercontent.com/37497534/202838143-e3f8f10f-8b13-4e0a-80dc-efc9271e8089.png)
If the Final Objective is done, the traitor's victory condition is
secured, and the Primary Objectives no longer matter.

![tot_objs_complete](https://user-images.githubusercontent.com/37497534/202838147-bac663b0-8f30-4e84-bf2a-23f014992a75.png)
Round-end report, showing one traitor that greentexts through
traditional means, and one that doesn't get their kill target or escape,
but greentexts via Final Objective anyway.

![round_end](https://user-images.githubusercontent.com/37497534/202838156-0b1cc7dd-3048-40f6-a640-cef7a613d4ba.png)
2022-12-11 00:01:06 +00:00
MrMelbertandGitHub 329921639a Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request

- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
      - The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.

- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.

## Why It's Good For The Game

- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication. 
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


![image](https://user-images.githubusercontent.com/51863163/202816617-342e87e6-2cc6-488e-9af2-4b2053dc3dc6.png)


![image](https://user-images.githubusercontent.com/51863163/202816604-da8d4821-0e2b-45af-b289-7442367f98ce.png)

## Changelog

🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected. 
/🆑
2022-12-03 19:01:08 -08:00