Commit Graph

24 Commits

Author SHA1 Message Date
Ghom a4e9a56b4c Small refactor on station trait lobby buttons. (#86624)
## About The Pull Request
So, I've been looking into manually loading job traits today, and it
seems the buttons don't appear until you reconnect. Upon further
investigations, it turns out that the code doesn't support showing lobby
buttons outside of SSstation init. To add injury only up to three
buttons can be displayed for some stupid reason (the lack of code for x
offsets), plus the buttons aren't relocated when one is removed, thus
possibly leaving behind an empty gap.

This PR fixes all of that, while removing some crumbs of shitcode from
new players' HUDs and making sure to remove datum traits and references
are removed when the trait is deleted (usually never the case outside
VV).


![immagine](https://github.com/user-attachments/assets/c7e0c481-df7c-41fc-a98c-bee15f0d9ce7)


## Why It's Good For The Game
Lobby buttons should ALWAYS be shown to the player if the relative trait
is loaded, the only exception being the conditions set by the trait
itself (for job traits is the job age and whether the game has started
or not), while the offsets of the lobby buttons should stay synced with
how many are being displayed to the new player at any given time, so if
a button is deleted, the others are relocated to avoid having leaving an
empty gap behind.

Beside, this is necessary for the lobby button for the playable pun pun
to show up during Monkey Day.


## Changelog
N/A, all backend.
2024-09-18 16:16:36 -04:00
Ghom 06ba9d93eb Pun Pun Station Trait, But it's only active on Monkey Day (14 December, every round) (#86091)
## About The Pull Request
This is a remake of https://github.com/tgstation/tgstation/pull/84501
with a few small changes to avoid mapping issues. This time it's
restricted to a once-in-a-year event, mainly because neither Jacq and
Lemon were ok with the possibility of Pun Pun being posibly playable all
year, however Jacq said he's fine with it being available on the
holiday, while Lemon isn't around on Discord atm so I don't know what
he's to say.

The trait makes pun pun playable and gives them the job of being a
busser (waiter) in the cafeteria. They're clever and can use tools most
other monkeys can't, but cannot be humanized, while also being unable to
speak Galactic Common. Should they roll traitor, they'll be able to buy
syndicate monkey reinforcements and equipment, which it can also use,
being a monkey itself.

## Why It's Good For The Game
This is a fairly unique job, like the Cargo Gorilla, due to the fact
it's not a conventional humanoid crew member nor the AI or a cyborg. I
thought this was a fun idea, though I met some obstacles and the
original PR was DNM'ed and then closed. However, the trait perfectly
fits the theme of the holiday, making a good compromise since Pun Pun
will stay AI-controlled the rest of the year, as Jacquarel and Lemon
want it to be. It can also be added by an admin through VV, whether
they're planning some shenanigean or just want to add something more to
the round.

## Changelog

🆑
add: Pun Pun is a playable crewmember during Monkey Day (14 December).
/🆑
2024-09-12 09:35:37 -07:00
Afevis 114c87c943 Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897)
```
[2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map().
 - proc name: New (/datum/station_trait/random_event_weight_modifier/New)
 -   source file: code/datums/station_traits/negative_traits.dm,296
 -   usr: null
 -   src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms)
 -   call stack:
 - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New()
 - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms))
 - Station (/datum/controller/subsystem/processing/station): SetupTraits()
 - Station (/datum/controller/subsystem/processing/station): Initialize()
 - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station))
 - Master (/datum/controller/master): Initialize(10, 0, 1)
 - 
```

🆑 ShizCalev
fix: Fixed a bug with station traits being added to modify weights for
events that couldn't actually occur on the current map!
/🆑
2024-06-13 20:48:37 +00:00
John Willard 9ac81e1a64 New station trait job: Human AI (#81681)
## About The Pull Request

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

### The machine remote

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

### Video (Low quality to fit Github)


https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

## Why It's Good For The Game

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

## Changelog

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-09 23:48:39 +01:00
MrMelbert 5f2f9e67ad Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#81697)
## About The Pull Request

Adds `MAP_TEST` compile flag. 

This compile flag blocks common things which make it difficult to test a
map.

Things this applies to: 

- Rats no longer spawn. 
- Rat spawning will (obviously) break up the powernet, which is
INCREDIBLY annoying when trying to test if all the rooms of the station
are wired correctly (or testing which rooms lose power first, etc)

- Light tubes no longer break on initialize. 
- Random light breakages can easily cause mappers to accidentally over
light a room.

- Roundstart command report is not printed. 
- Might be a personal preference, but it's kinda annoying to hear the
alert over and over again.

- Random events do not trigger. 
- Some events such as gravity generator outage can trigger with 0
population.
   - Random camera breakage event can cause over-placement of cameras. 
   - Other stuff tends to just get in the way. 

- Station traits do not trigger. 
- Probably the biggest annoyance. Many traits modify the map in some way
which disrupts testing.

- Roundstart landmarks don't self deletes. 
   - Allows mappers to use sdql to find them. 

- Mapping verbs start enabled. 

Obviously more things can be added if they come up.
2024-03-07 16:57:47 -05:00
Zephyr c76df7f37a Station Goals are now handled by SSstation instead of a global list (#81177)
## About The Pull Request

You can now get station goals in a slightly better way over using a
`locate() in` call on a global list.
The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS
in view. And now correctly only counts turfs.
## Changelog
🆑
fix: Meteor Satellites no longer erroneously count every piece of paper
as a protected turf.
fix: As a result the station goal is slightly more difficult
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-01-31 20:47:09 +01:00
Ghom a59cebea56 Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. (#80211)
## About The Pull Request
Recently, I chatted with others about how few station traits are rolled
on a round by round basis - about 59% of the shifts go without either
positive or negative traits for example - and how the mild most of these
traits are (not a bad thing per se), which results in an underwhelming
feature, despite the more interesting bits of it. So, after sharing
opinions, I've decided to make this PR to increase the rolls and odds a
bit.

EDIT: After reading comments and taking some time to think this
thoroughfully, I've decided to push the probabilities back a little in
favor of a simple budget system for station traits, to allow for smaller
things to only count as half a station trait. This mean smaller traits
won't necessarily stop "better" ones from rolling, or at least allow for
plentier permutations of traits that do not affect the round TOO much.
I've also reduced the weight of the glitched pda beeps trait from 15 to
10, the same of scarves, wallets and colored assistant jumpsuits.

## Why It's Good For The Game

I believe the current odds of station traits to be a smidge low, and
that the lack of any sort of cost-budget for station traits to hurt the
rarer, more interesting traits (and the feature in general) if the more
common, milder ones take just as much space. It's totally within the
spirit of the feature to have small, niche traits, though they can get
quite boring pretty fast on their own, so what I'm saying is that their
cost should stay low so that other traits can roll.

## Changelog

🆑
refactor: Introduced a simple budget system to station traits, so that
smaller things only count as half a trait, for example.
balance: Increased the odds and maximum number of station traits that
can be rolled each shift.
/🆑
2024-01-04 16:53:09 +01:00
Fikou a3fa541e2e Bridge Assistant Station Trait (#80279)
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

![image](https://github.com/tgstation/tgstation/assets/23585223/905e5527-9069-4226-b160-8dedd1ea7b74)
and ingame screenshots

![image](https://github.com/tgstation/tgstation/assets/23585223/0aa537ac-a791-4249-a702-490584919fd9)

![image](https://github.com/tgstation/tgstation/assets/23585223/eb93e2d1-0291-4ade-9208-b1c0b68648c7)

![image](https://github.com/tgstation/tgstation/assets/23585223/1d3c2f11-8ac0-4ee9-91a5-176f81a08dcb)


## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role

## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-16 20:02:45 -05:00
Jacquerel 659a343dbf Change how a station trait is declared abstract (#80268)
## About The Pull Request

@Fikou requested this and it seemed like a good idea.
This change the pattern for "how we declare that we don't want a station
trait to actually exist" from "it's a bitfield" to the other
commonly-used pattern of "it's a var which points at a typepath".
The purpose of doing this is that most of the station traits which have
an abstract parent want the default `trait_flags` value of their
grandparent and have to redeclare it for no reason, which becomes more
tedious the more children there are. This means that you don't need to
do that because the `abstract_type` var will only evaluate to true when
checked on the specified abstract type, without needing to change its
value on any children.

## Why It's Good For The Game

Makes extending traits marginally easier

## Changelog

not player facing
2023-12-12 15:46:12 -07:00
Jacquerel 90b974071d Sign up for Cargorilla from the lobby (#79776)
## About The Pull Request

If the station rolls the "Cargo Gorilla" trait, a button will now be
visible on the lobby.
Clicking on this button before the round has started will add you to a
list of participants, one of whom will be selected to become a gorilla
when the round begins.
If nobody signs up (because they're really boring I guess) the job will
instead appear on the latejoin menu.
Once someone has become the gorilla the button will disappear.


![dreamseeker_ntP3OayAuV](https://github.com/tgstation/tgstation/assets/7483112/a26087ea-1ee7-4e9f-b37c-195cb1b1744f)

While implementing this I noticed that an inverted check means we were
never populating the "GLOB.cargo_sloth" field which means the station
trait wasn't even working.

BEHIND THE SCENES
This also adds a generic "job station trait" which can be expanded in
the future.
Future developers can extend this to add other "rare jobs" with relative
ease.
By default I have made it so all subtypes of this trait are mutually
exclusive, only one can roll at a time.

This also means that I have converted "cargo gorilla" into a job, which
applies most of the code previously located in the mob's typepath or in
the station trait.
The fact that it is a job means that **admins** can enable any number of
gorillas to be present on the latejoin menu (but not the roundstart one,
as it is not possible to add Cargo Gorilla to your occupation
preferences) if they so desire.
The random beurocratic station trait, event, and traitor item (and the
job console) are not able to add gorilla slots.

Because I changed "Cargo Gorilla" to a job it now no longer exists on
the map until a player gains the role, and there wasn't a non-hacky way
to copy the name of this round's cargo sloth. Instead I just added a
small cargo gorilla name list.

## Why It's Good For The Game

Makes the presence of a fun trait more visible to players.
Means that people who aren't observing get a chance to be a monkey.
This is a framework several other people have wanted to exist for their
own features.

## Changelog

🆑 Jacquerel and Fikou
qol: If the station rolls the "Cargo Gorilla" station trait. you will be
able to sign up for the role from the game lobby.
qol: If nobody signs up to be the Cargo Gorilla then you can select it
from the Late Join menu and arrive on the arrival shuttle.
fix: The Cargo Gorilla will actually spawn.
/🆑
2023-12-12 08:48:49 -08:00
Time-Green a695a79f01 [no gbp] Fixes runtime in SSstation (#77231)
No excuse, just dumb. Random layer is the randomly generated parallax
layer, which is null 30% of the time, so this would runtime in SSstation
setup in 30% of rounds

Also another thing where I added extra params and didn't add them to the
proc, fucking parallax for some roundstart clients and latejoins

🆑
fix: fixes a runtime in SSstation setup
fix: fixes parallax not rendering correctly for latejoins
/🆑


![image](https://github.com/tgstation/tgstation/assets/7501474/650242f7-bc33-49eb-98d9-d8e3619ab808)
2023-07-30 23:58:19 -07:00
Time-Green 8f053721a6 Starlight colors with parallax, small parallax code clean-up (#77020)
The space gas parallax now colors starlight in the color of the gas: 


![image](https://github.com/tgstation/tgstation/assets/7501474/18b5554f-6357-473e-8f43-64aad1517be0)

<details>
  <summary>Others</summary>
  

![image](https://github.com/tgstation/tgstation/assets/7501474/1599795f-f76d-479d-a1c3-aa19390ad403)

![image](https://github.com/tgstation/tgstation/assets/7501474/fb992df0-ee85-4afc-a546-f28e739ea923)

![image](https://github.com/tgstation/tgstation/assets/7501474/ed64a01c-c104-4177-bf63-b82288251aa9)

</details>

I also cleaned up parallax random code a bit, making it easier to add
new parallaxes and add minor effects to them

The radioactive nebula parallax thing has also been moved to SSparallax
to make it easier and a bit more sane to change

🆑
add: Starlight will color with space gas parallax
code: Cleans up random parallax code / radioactive nebula parallax code
/🆑

## Why it's good for the game

We can change the starlight color now (mostly thanks to @LemonInTheDark
making light code easier to work with), so I thought it'd be fun to
actually do! If people hate it, I'll turn it off and we can just call
this a code clean-up PR
2023-07-29 13:21:33 +01:00
Time-Green 42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
John Willard 0f368e1ff8 Station traits won't roll twice (#73174)
## About The Pull Request

Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)

## Changelog

🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑
2023-02-05 07:07:06 +00:00
Mothblocks c2a3ba8b75 Add config for station traits (#72408)
Adds a config for station traits. Extremely annoyed of testing locally
and having all the lights break or spawning in the shuttle puking or
whatever.
2023-01-02 09:05:34 +00:00
Tastyfish 4733643f39 Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) (#69775)
* cleanup SS API, give SSlua a proper way to error out

* New SS_INIT_ system
2022-09-14 23:52:10 -04:00
Mothblocks 3d319f6157 Autowiki - Generate wiki pages through code (#64417)
Adds a /datum/autowiki template which can be derived in order to create wiki pages and queue file uploads. This is then kickstarted by the new tgs target autowiki (using the AUTOWIKI define) in order to upload these pages.

The pages generated are, in a best case scenario, raw data. This means that wiki editors can decide what the actual theme is without ever having to touch the repository. In the future, MSO will hopefully sandbox the wiki and install Scribunto to let us separate data and style even more.

These will, when done, upload to templates, such as Template:Autowiki/VendingMachines. The actual pages (in this case "Vending Machines") will include this, and thus can write down their own prose and whatnot without ever having to touch repo.

This will also be run on a daily GitHub action, with some secrets setup to link to the account. Currently this is on a bot password (my forum account will not be leaked in the event of a collapse), but at some point I would like to create a dedicated bot account.

This PR adds a Techweb and Vending Machine autowiki. You can look at the Vending Machines one here and the Techweb one here.

I have absolutely no idea what to label this PR (other than note the unit tests I've added). Feel free to add whatever gives GBP 😉
2022-01-28 00:30:15 +00:00
Seth Scherer 4d5cd60d40 Adds roundstart logging for station traits (#63985) 2022-01-11 15:59:04 -05:00
Ghilker 95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
Mothblocks e3c909cf6e Add admin panel for station traits (#61546)
Admins can now revert (most) station traits before a round starts, as well as setup the station traits that will run next round.

Previously, admins had no control over this system, making it sometimes painful for running planned events.

It is not feasible to update the station traits of the current round, considering some apply pre-roundstart, but it is doable to edit the station traits of the next round.
2021-09-22 22:23:04 +01:00
coiax e4d8795e9c Add new Wallets! station trait (#59877)
Add a new simple station trait, that replaces everyone's ID with a
    wallet containing said ID, as well as their starting money, and if
    they're lucky, a little bonus surprise.

        In addition, adds a force variable to station traits, which will
        always enable them, rather than having to edit weight and probability
        of rolling a trait of that sign (postive, negative).

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-07-04 10:20:42 +01:00
Qustinnus cc46f7cd5e Adds new station traits that give deathrattle implants (#57174)
Add a family of related station traits to the pool. One set provides
deathrattle implants for a randomly chosen department, such as Service
or Command.

The other provides deathrattle implants to the entire station in a
single group.

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-02-26 17:02:41 +00:00
Qustinnus 2c71202bdb Makes station traits less common (#56726)
The chance for station traits overall has been reduced, while the
weight of some traits have been changed.
2021-02-08 09:59:00 +00:00
Qustinnus 95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

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

Neutral:

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

Negative:

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

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00