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)
I have made the admin sheanigean use a datum that registers the COMSIG_GLOB_CREWMEMBER_JOINED signal to give latejoins the traitor antag datum. I have also moved the global comsig at the end of AttemptLateSpawn(), which is necessary to stop latejoins who already rolled antag from getting the role and also make it work for non humans (though robots can't be latejoined as right now). For summon guns/magic, a ishuman check has been added, and the definition of the make_scottish() has been moved to living. This shouldn't affect how the other datums who use the same comsig work.
Simply puts species IDs into defines ("lizard" turns into #define SPECIES_LIZARD "lizard"). This does not affect any gameplay, and is purely for making sure future code doesn't go all fucked up because someone accidentally misspells something
I only changed code that was spelt correctly, so if there actually is a typo somewhere, it isn't changed
I noticed that various nonhuman body features can't be changed using genetics. I corrected this by adding a block to character genomes allowing you to edit features in the DNA console.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
* Beep beep gamemode removal coming through
* More cleaning
* More cleaning
* Clean up station_was_nuked
* Station nuke source
* Remove name
* More unused functions
* Remove antag rep, which was unused in dynamic
* Remove more antag rep stuff, which was UNUSED IN DYNAMIC
* Station goals outside of mode
* Remove setup_done
* Remove player lists
* Move some older procs
* Fix simulations
* Attempt to fix this stupid case sensitive bullshit
* Revert "Attempt to fix this stupid case sensitive bullshit"
This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.
* ???
* Delete icons/Testing directory
* Move station_goals global definition
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.
* Remove gamemode references from age checks
* Monkey
* Remove heretics
* Remove BBs
* Refactor uplinks and remove clown ops
* Remove nuke ops
* Removes and refactors cult
* Remove extended
* Remove and move out meteors
* Removes wizard
* Remove sandbox
* Remove changelings
* Remove traitors
* Remove revs
* Remove gangs
* Remove changing mode and voting for new gamemodes
* get_candidates signature fix
* Summon ERT and NERD in their own panel
* Remove some old unneeded age_check stuff
* Fix old signatures of get_uplink_items
* Use Extended like config for dynamic.json
* Fix discounted gear
Much easier to add to this panel, before with flexboxes it was nearly impossible but stacks are a lot more friendly.
Miscellaneous old garbage I caught:
For some reason, monkey and only monkey button sent a to_chat to the world of your sins. I cut that, that's unacceptable
I accidentally left out species change from my last pr, it's back in.
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>
This PR repaths areas to follow a department - purpose - room formula (just department - room if purpose is unnecessary), reorganizes the area file to properly sort by department, removes some unused areas, and better utilizes child subtypes for areas. It fixes several problems with areas which were previously improperly subtyped causing problems like the lack of AI monitoring on vault areas and the inability to use the civilian door remote on most service areas.
Properly organizing our areas will make mistakes in adding areas or duplicates harder to do. By organizing each department in this way, it also provides better infrastructure for autoname devices and any future code that has to reference areas by department.
* HARK! THERE ARE SOME MAIDENS THAT NEED SAVING!
* claymores, chairs
* mapmerge, price increase, no losing the flag, no teleporting in, other small stuff
* oldworld language, medieval mutation, reviews
* see desc for full changelog
huge improvements to how medieval speech feels, CTF now fully lit, json beautified, bugs squashed and more NOTELEPORT exploits also quashed. (I NEED TO UNDO THIS FOR ATOMIZATION)
* removes my fixes? also bugfixes and CTF separation
* dumb json mistake, starting work on reality simulators
* BOWS ARE BROOOOOOOOOOOOOOOOOKEN
* br
* getting closer to working
* well, mostly everything now.
* finally ready
* removes languages stuff as it is buggy and does not work, fixes more bugs, fixes more bugs, fixes more bugs
* conflict fix
* linting
* more lint
* bow buff, speech fix, TON of ctf fixes
* oh fuck year
* NO MORE INSTA DELETING CREW
* whoops
* review handled
* pooosh
* conflict fix
Tgui-izes the secrets panel
Removes one terrible shuttle button, but just know all of them are pretty shit
There can only be one (40 second delay) was condensed into an option for there can only be one
Before it was a blank HTML document. It has some kind of useful stuff, and also some shitpost-y stuff. Using some tab system really helps you pick out where the logging/issue fixing buttons are and where the silly garbage