Commit Graph

1487 Commits

Author SHA1 Message Date
SkyratBot
341180e317 [MIRROR] Fixes admin "power failure" secret. [MDB IGNORE] (#19223)
* Fixes admin "power failure" secret. (#73277)

## About The Pull Request

- Fixes "power failure" secret not working.

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

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

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

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

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

## Why It's Good For The Game

Secrets work as advertised

## Changelog

🆑 Melbert
fix: Admins, "All areas unpowered" in the secrets menu will now function
again.
/🆑

* Fixes admin "power failure" secret.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-02-08 02:17:27 +00:00
SkyratBot
0e5fcad527 [MIRROR] Update Event: Tram Malfunction [MDB IGNORE] (#19189)
* Update Event: Tram Malfunction (#73118)

## About The Pull Request
We've had it for a couple months and from watching, making some tweaks
the parameters based on how it's worked out in the real world.
- Spread between min and max damage is reduced
- Event length decreased
- Calculates damage based on the mob's max health instead of static
value
- Lethality multiplier during event decreased
## Why It's Good For The Game
- Min damage and max damage were too low and too high, respectively for
mobs with 100 maxHealth
- Tram hits won't have those occurrences of it doing like 500 damage
- 15 minutes is too long, people forget it's even running. Better to
have shorter bouts of malfunction, potentially more often
## Changelog
🆑 LT3
balance: Tram Malfunction: Decreased spread between min and max damage
balance: Tram Malfunction: Event length decreased
balance: Tram Malfunction: Damage multiplier added to account for
different base health levels
balance: Tram Malfunction: Event collision lethality multiplier
decreased
/🆑

* Update Event: Tram Malfunction

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-08 02:09:03 +00:00
SkyratBot
cc51989bea [MIRROR] Tram Mk. IV hotfixes [NO GBP] [MDB IGNORE] (#19190)
* Tram Mk. IV hotfixes [NO GBP] (#73243)

## About The Pull Request
Fixes some little issues in
https://github.com/tgstation/tgstation/pull/73057

- tram doors only crush people if either emagged (100%) or
malfunctioning (15%)
- emag works on tram doors
- crossing signals use correct amount of power, increased brightness
- crossing signals and destination signs consume power when idle
- green static crossing signal shuts off when power lost
- left/right emag icons are swapped
- tram bench override shouldn't override all benches | Fixes
https://github.com/tgstation/tgstation/issues/73250
- reduced damage from tram door crushing (60 > 45)

## Changelog
🆑 LT3
fix: Fixed motion sensors on tram doors, they will now crush you much
less often!
balance: Reduced damage from being crushed by tram doors
code: Un-nested emag blacklist
code: emag works properly on tram doors
fix: Backwards tram door sparks animation
fix: Tram displays power consumption
fix: Tram crossing signals power consumption
balance: Increased brightness on tram crossing signals
fix: West Wing NW/SW and East Wing NE/SE crossing signals now shut off
when power is lost
fix: Tram benches don't override standard benches
fix: Reduced saturation and brightness of standard bench
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Tram Mk. IV hotfixes [NO GBP]

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-02-06 05:04:52 -05:00
SkyratBot
36bae270a0 [MIRROR] Fixes ghost roles announcing when they fail [MDB IGNORE] (#19175)
* Fixes ghost roles announcing when they fail (#73175)

## About The Pull Request

Fixes ghost roles from being announced if they haven't managed to get a
player to spawn as the mob. We do this by killing and returning when we
fail to spawn a player, while the ruleset isn't processing.

Also makes these rulesets FAIL by default, so they aren't secretly
passing events that don't exist.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/38241
Players no longer get announced about events that aren't occurring, and
weren't intended to be played (like fake announcements), making actual
fake announcements actually fake.

## Changelog

🆑
fix: Announcements of ghost roles don't play if no one accepts the poll
to play as the role.
/🆑

* Fixes ghost roles announcing when they fail

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-05 12:44:24 +00:00
SkyratBot
97a0364760 [MIRROR] Adds an ghost orbit popup for the wise cow [MDB IGNORE] (#19050)
Adds an ghost orbit popup for the wise cow (#73065)

## About The Pull Request

Ghosts now get a "hey look orbit here there's something cool going on"
alert when a wisdom cow spawns. This only applies to event spawns, not
any instance of a wisdom cow spawning.

This not being a thing has annoyed me for a LONG TIME and I've kept on
forgetting to do it.
## Why It's Good For The Game

There might not be a huge reason to orbit a wisdom cow, since it's not a
particularly juicy event or anything. Regardless, it gives deadchat
somewhere to congregate and appreciate the cow's extensive dialogue
choices before a player disintegrates it.
## Changelog
🆑
qol: ghosts now get an orbit notification for wise cows!
/🆑

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-01-31 13:53:34 +00:00
SkyratBot
e756b1384f [MIRROR] Carp won't eat an empty space station [MDB IGNORE] (#19047)
Carp won't eat an empty space station (#73048)

## About The Pull Request

I saw complaints in a few places that after changes to make them try to
come inside, Carp Migration would fuck up marathon servers or other
rounds where people playing with very low population.
Trivial fix: Now the event won't trigger if there are less than 12
players, rather than the previous completely pointless requirement of
two players (why would it be unacceptable for carp to haunt the solar
panels if there was only one player?)

## Why It's Good For The Game

Carp aren't individually very dangerous but if there's more of them than
there are you it can be a problem. The maintenance issues also add up if
you're playing a really long round with no people in it to do a
construction project.

## Changelog

🆑
balance: The carp migration event won't trigger if there are fewer than
12 players.
/🆑

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-01-31 02:11:57 +00:00
SkyratBot
3a0e4b15b6 [MIRROR] Adds admin panel description to Tram Malfunction [MDB IGNORE] (#18878)
Adds admin panel description to Tram Malfunction (#72820)

- Adds missing event panel description explaining what Tram Malfunction
does.
- Modifies announcement to let the crew also know what Tram Malfunction
does.

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-01-22 18:50:23 -05:00
SkyratBot
861e33cef1 [MIRROR] Unwacks immovable rod in hyperspace [MDB IGNORE] (#18612)
* Unwacks immovable rod in hyperspace (#72506)

closes #72497

Immovable rods, including wizard, will ignore the hyperspace drift

🆑
fix: fixes wizard rod form infinitely travelling in hyperspace
/🆑

* Unwacks immovable rod in hyperspace

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-19 18:12:28 +13:00
SkyratBot
f20708c51b [MIRROR] Adds an announce_to_ghosts for the Scrubber Clog event [MDB IGNORE] (#18678)
* Adds an announce_to_ghosts for the Scrubber Clog event (#72556)

## About The Pull Request

Gives the ghosts an orbit announcement when the Scrubber Clog event
occurs.

I don't think I should get GBP for this because it was just something I
forgot when making the event.
## Why It's Good For The Game

It's standard for most other events and prevents people (me) from having
to fly over to the scrubber.
## Changelog
🆑 Rhials
qol: The Scrubber Clog event now gives an orbit popup to ghosts!
/🆑

* Adds an announce_to_ghosts for the Scrubber Clog event

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-01-12 20:51:12 -08:00
SkyratBot
cc326f6a87 [MIRROR] Basic Mob Carp IX: Carp Rifts & Migration [MDB IGNORE] (#18581)
Basic Mob Carp IX: Carp Rifts & Migration

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 07:58:06 -05:00
SkyratBot
7ee524f748 [MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp

* maps

* missed killing main carp file

* shorki and ocean biomes

* shorki 2: pet-a-boogaloo

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 05:48:50 -05:00
Zonespace
c48e48027a Revert "[MIRROR] Adds the Venom Antagonist [MDB IGNORE]" (#18602)
Revert "[MIRROR] Adds the Venom Antagonist [MDB IGNORE] (#18436)"

This reverts commit 1ea35425c0.
2023-01-08 19:25:45 -05:00
SkyratBot
ae713bf18a [MIRROR] Crafting/Cooking menu update [MDB IGNORE] (#18334)
* Crafting/Cooking menu update

* Yeeted away all of the merge conflicts, time to fix the code

* Okay, now it compiles, and after testing, it seems to work just fine

* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu

* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-08 15:02:18 -05:00
SkyratBot
1ea35425c0 [MIRROR] Adds the Venom Antagonist [MDB IGNORE] (#18436)
* Adds the Venom Antagonist (#72346)

<!-- 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

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
adds the venom antagonist

dont review this its not worth it

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
venom they wont know what hit em
![image](https://media.tenor.com/dmz548-c-WgAAAAC/venom-venom-antag.gif)

## 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 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: Venom antag
/🆑

<!-- 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,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Adds the Venom Antagonist

* Update venom.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-08 11:34:01 -08:00
SkyratBot
b5b4d11224 [MIRROR] The worst PR you've ever seen. Admins can now modify beer nukes to contain custom reagents. [MDB IGNORE] (#18580)
* The worst PR you've ever seen. Admins can now modify beer nukes to contain custom reagents. (#72444)

## About The Pull Request

The reagent that is produced when a beer nuke detonates is now
customizable by admins, Allowing for horrific creations like mutation
toxin floods, changing the entire stations flooring to carpets or lubing
every single turf. Also allows admins to trigger this at will using
trigger event, but you can't blame the crew if you do that.
## Why It's Good For The Game

I have on a few occasions wished I could modify the beer nuke to have a
custom reagent for events, this allows for it. In general this is a
pretty hilarious tool for the admin arsenal that I'm sure other admins
will come up with funny use cases for.
## Changelog
🆑
fix: Beer nukes no longer runtime on detonation.
admin: Admins can now modify what reagent beer nukes produce, now your
parties can be alcohol free!
admin: Admins can now creature custom reagent scrubber overflows, TC
trade 20TC for superlube flood?
/🆑

* The worst PR you've ever seen. Admins can now modify beer nukes to contain custom reagents.

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-01-07 22:35:00 -08:00
SkyratBot
011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
SkyratBot
bccf824a6c [MIRROR] Turned most syndicate mobs (+ viscerators) into basicmobs [MDB IGNORE] (#18270)
* Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)

## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts

https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>

* Turned most syndicate mobs (+ viscerators) into basicmobs

* map

* code

* Update syndibase.dmm

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-07 02:48:07 -05:00
SkyratBot
650d64f6d4 [MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item

* Update _neck.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 06:55:38 +00:00
SkyratBot
00e22c3158 [MIRROR] Lazy Template Loading - Nukie/Wiz [MDB IGNORE] (#18254)
* Lazy Template Loading - Nukie/Wiz

* fixes + mirror 66540

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-31 10:18:59 -08:00
SkyratBot
87ab53c889 [MIRROR] [NO GBP] Transparent and timid kudzu mutations wont block light like they are supposed to [MDB IGNORE] (#18389)
[NO GBP] Transparent and timid kudzu mutations wont block light like they are supposed to

Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
2022-12-28 23:19:29 -08:00
SkyratBot
c1d6a01a8d [MIRROR] made xmas crackers tiny [MDB IGNORE] (#18331)
* made xmas crackers tiny (#72224)

## About The Pull Request
Xmas crackers are now tiny instead of normal sized. This also applies to
the used crackers.
## Why It's Good For The Game
They look tiny
(![image](https://user-images.githubusercontent.com/94711066/209444831-24d914cd-8be4-4cf9-b220-5890e29a8b9b.png))
and this makes them fit into trash bags. People just leave these things
all over the floor and they're annoying to clean up when you can't stuff
them in your trash bag.
## Changelog
🆑
fix: xmas crackers are now tiny instead of normal sized
/🆑

* made xmas crackers tiny

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
2022-12-25 17:58:55 -08:00
SkyratBot
67ca6389d0 [MIRROR] Adds the Sandstorm random event, directional meteor functionality, space sand. [MDB IGNORE] (#18338)
* Adds the Sandstorm random event, directional meteor functionality, space sand. (#71802)

<!-- 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

![sandstorm](https://user-images.githubusercontent.com/28870487/206070641-80d37afc-a365-4f5e-ad48-e8cdf0153ac9.png)

Hey guys, it's your boy. Back at it again with another meteor-adjacent
event PR.

Adds the Sandstorm random event, inspired by the long-unused admin only
one. It picks a direction to approach from, alerts the crew of its
imminent arrival, and after a little over a minute of preparatory time,
sends waves of sand and dust to grind down everything in that direction.

To accomplish this, some minor adjustments had to be made to meteor
generation code. They can now be passed an optional arg for a direction
to be thrown from, and will pick a random one if no direction is given.

Also introduces the newest addition to our cast of meteors -- space
sand! It's even weaker than space dust, and shows up exclusively in this
event. Space sand is **ineffective against rwalls**, and will not damage
the arrivals area's high-tech sand-resistant glass. This is to prevent
this event from venting one of the most dust-vulnerable areas on the
station, and to make sure new players aren't shafted into firelock hell
when the right angle is picked.

I did a lot of testing and tweaking of numbers to get the damage to
average at about the level I'm comfortable with. This is meant to be a
high-impact event that isn't as destructive (or unavoidable) as a meteor
wave. Speaking of avoidance, let's talk about mitigation:

You get an early warning and a direction the sand will come from. You
have time to grab repair supplies, move to safety, get a MODsuit. You
can make worthwhile repairs as the sand comes in from inside (or
outside, if you're brave enough) with nothing more than a welder and
iron sheets. If you're feeling particularly spicy, you can leverage your
prep time setting up shield generators, which spawn in engineering and
have been added to the maintenance machines loot pool. Anyone can
contribute, so do your part as a good crewmate and help out!

All that being said, the event can't be prevented entirely. Shit's going
to get shredded, especially on the outside of the station. Damage will
vary heavily based on the station and direction, ranging from
inconsequential to threatening. It should happen late enough into the
round that, at the bare minimum, the crew shouldn't be caught
unprepared.

For those of you who are worried, the ORIGINAL sandstorm admin event is
still with us too. It's been moved from the space dust file into the
Sandstorm event file. This PR also makes a very minor change to the
naming of the space _dust_ events, for better menuing.

So, to sum it all up: Sand hits grinds down one side of the station, you
get a minute of warning, shield generators now spawn in maintenance. Be
a good crewmate and help where you can.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

More event variety is good, and events that give the players agency on
how bad the impact will be is even better.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## 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 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. -->

🆑 Rhials
add: Sandstorm random event! A random side of the station is pummeled by
an onslaught of sand and dust. If you hear that one is approaching, grab
a welder and some iron to help with repairs!
add: Space sand! It's weak and doesn't hurt reinforced walls, but
shouldn't be underestimated in high quantities.
code: You can now pass a start direction to the
spawn_meteors/spawn_meteor global procs.
/🆑

<!-- 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,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Adds the Sandstorm random event, directional meteor functionality, space sand.

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-12-25 17:56:37 -08:00
SkyratBot
e5d7c8d09e [MIRROR] Anomalies can now be triggered at your location with admin_setup. Also sets control on setup() for events [MDB IGNORE] (#18304)
* Anomalies can now be triggered at your location with admin_setup. Also sets control on setup() for events (#72065)

## About The Pull Request

Anomaly random events will now ask if you want their anomaly to spawn at
your location if triggered via admin setup.

This PR also makes a small but useful change to the logic for new
round_event objects. round_events now have their control (their
associated round_event_controller) set on New, rather than after setup
is called. Previously, round_events could not access control in their
setup proc (as it was not set at the time), meaning transferring
admin-chosen variables had to be done later in start/announce (depending
on which comes sooner).

While this has just been worked around in the past, the change needed to
be made here, as some anomaly event types announce first, and some start
first. The admin variables needed to be passed in earlier than
start/announce (in setup).

Short version: you can access control in round_event setup() now :D
## Why It's Good For The Game

MORE adminbus, MORE anomaly shenanigans (they're one of my favorite
event types). Also resolves a quirk in event code that bothered me in
other PRs I've made.
## Changelog
🆑 Rhials
admin: anomaly events now give the option to occur at your current
location when triggered with the Trigger Event admin verb
/🆑

* Anomalies can now be triggered at your location with admin_setup. Also sets control on setup() for events

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-12-24 21:24:30 -08:00
SkyratBot
ad5072862e [MIRROR] Shuttle Loan now has admin_setup functionality [MDB IGNORE] (#18061)
* Shuttle Loan now has admin_setup functionality

* Mirror!

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-19 19:02:27 +13:00
SkyratBot
308e211295 [MIRROR] Creates short-lived foam (and applies it to the Scrubber Overflow) [MDB IGNORE] (#18065)
* Creates short-lived foam (and applies it to the Scrubber Overflow) (#71850)

## About The Pull Request
Creates a short-lived foam with a lifetime of 1 SECOND instead of the
default 8 SECONDS to address some complaints about the scrubber overflow
event overstaying its welcome.

## Why It's Good For The Game
Fixes #69689
Fixes #71830

## Changelog
🆑 Tattle
balance: the foam used in the scrubber overflow has a lifetime of 1s
instead of 8s
/🆑

Co-authored-by: tattle <article.disaster@ gmail.com>

* Creates short-lived foam (and applies it to the Scrubber Overflow)

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2022-12-15 16:15:18 -05:00
SkyratBot
49a9597edc [MIRROR] Visual alert for Tram Malfunction event [MDB IGNORE] (#17989)
* Visual alert for Tram Malfunction event

* skew

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-12-13 14:17:43 -05:00
SkyratBot
565af6876b [MIRROR] Makes dog a basic mob [MDB IGNORE] [MDB IGNORE] (#17930)
* Makes dog a basic mob [MDB IGNORE]

* conflict

* map updatepaths

* minor banana spider improvement

* unnecessary SR edit, minor path stuff

* chadian, borgi

* tram conflict

* fixes after testing

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-12-12 16:45:23 -05:00
SkyratBot
61dd695976 [MIRROR] [NO GBP] Removes a can_spawn_event check that I forgot to remove on the grey tide event. [MDB IGNORE] (#18077)
* [NO GBP] Removes a can_spawn_event check that I forgot to remove on the grey tide event. (#71866)

I forgot to remove these lines after changing the area checks away from
a global list. There's no longer any reason why only one of these should
run at a time.
## Why It's Good For The Game

Increases grey tiding :)

* [NO GBP] Removes a can_spawn_event check that I forgot to remove on the grey tide event.

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-12-11 18:55:04 +00:00
SkyratBot
84b1612201 [MIRROR] Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. [MDB IGNORE] (#18019)
* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. (#71674)

## About The Pull Request

- The chaplain choice beacon now uses a radial to select the armor set,
instead of a list, giving the user a preview of what each looks like.

![image](https://user-images.githubusercontent.com/51863163/205417930-f5ceab11-6974-48a9-a871-abcb8228bcf2.png)

- Lots of additional cleanup to choice beacon code in general. Less copy
pasted code.
- All beacons now speak from the beacon with their message, instead of
some going by "headset message". Soul removed

## Why It's Good For The Game

I always forgot when selecting my armor which looks like what, and
choosing an ugly one is a pain since you only get one choice. This
should help chaplains get the armor they actually want without needing
to check the wiki.

## Changelog

🆑 Melbert
qol: The chaplain's armament beacon now displays a radial instead of a
text list, showing previews of what all the armor sets look like
qol: (Almost) all choice beacons now use a pod to send their item,
instead of just magicking it under your feet
code: Cleaned up some choice beacon code.
/🆑

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup.

* update modular

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-09 19:24:00 +00:00
SkyratBot
3e8d1e750e [MIRROR] Grey Tide event light behavior changes and code tidiness [MDB IGNORE] (#18009)
* Grey Tide event light behavior changes and code tidiness (#71230)

## About The Pull Request

Makes a number of changes to the Grey Tide event, some of which are and
some of which aren't player facing.

Player facing bits:

- The lights will once again turn off when the event ends and the doors
begin opening. Originally, the lights would all shatter when the event
hit, providing a cover of darkness for opportunists to sneak around
under. Unfortunately this would prevent the AI from fixing the doors
until the lights were replaced, leading to headaches and the removal of
this functionality in #43159. Now, the lights are simply turned off at
the APC instead of shattered.
- The lights now flicker at certain intervals as the event is running,
rather than just right at the start.
- Announcement has been slightly modified to indicate that the event
hits more than just airlocks.
- Event runs way faster. Doors open all at once, rather than
one-at-a-time.

And now for the non player-facing bits:

- The filename is now grey_tide.dm instead of prison_break.dm. The event
was effectively re-branded to the Grey Tide event six years ago, but the
filename was unchaged.
- potential_areas is now a part of setup instead of a var on the
round_event.
- Cleans up instances of single-character varnames and stuff not in
snake case.
- The event now checks if it has any valid areas (will it work or not)
at the start, rather than at the end.
- The event now sends a global signal when run, rather than checking
everything in the entire world. It should run faster now.
- Everything that can be affected by the grey tide event now stores its
functionality on a signal handler, including the light flickers

## Why It's Good For The Game

Makes the grey tide event a bit more interesting and easier to take
advantage of. Cleans up the backend code a bit.

## Changelog
🆑 Rhials
balance: The lights will now flicker more frequently before a Grey Tide
event
balance: The lights will now be shut off via the APC when the Grey Tide
event opens up a department.
code: Makes some miscellaneous code improvements to the Grey Tide event
code: Grey tide event runs much faster
code: Renames prison_break.dm to grey_tide.dm
/🆑

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

* Grey Tide event light behavior changes and code tidiness

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-12-09 03:44:51 +00:00
SkyratBot
cf67304574 [MIRROR] Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates [MDB IGNORE] (#17920)
* Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates

* [PR to PR] NRI raider de-conflicting (#17921)

* sosig

Update revolver.dm

* Update nri_raiders.dm

* Apply suggestions from code review

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Update nri_raiders.dm

* uhuh

* Update nri_raiders.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-08 09:43:43 -08:00
lessthanthree
f6d13fd686 [MANUAL MIRROR] Removes message admins for tram malfunction failing to run (#17805) 2022-11-28 13:06:35 -08:00
lessthanthree
f34af66153 [MANUAL MIRROR] Tram Malfunction successfully announces 'successfully' (#17806) 2022-11-28 21:06:01 +00:00
SkyratBot
9f3ebb04cb [MIRROR] Basic Mob Carp Part I: Colourful carp [MDB IGNORE] (#17704)
* Basic Mob Carp Part I: Colourful carp

* merge skew

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-28 13:49:44 -05:00
SkyratBot
257feb1be7 [MIRROR] More horrible 515 proc compatibility. [MDB IGNORE] (#17671)
* More horrible 515 proc compatibility.

* Feex

* Hopefully we're done now

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-27 14:46:36 -08:00
SkyratBot
7bb8ecb768 [MIRROR] Fixup list helpers, remove listoflist footgun from generic list procs, remove duplicated procs. [MDB IGNORE] (#17749)
* Fixup list helpers, remove listoflist footgun from generic list procs, remove duplicated procs. (#71280)

Add helper defines for handling list values in lists to remove the
footgun where `+=` and `-=` with lists as the Right hand side argument
causes the list contents to be added or removed, not the list itself.

Use said helpers to remove the footgun from list helpers that could
reasonably be expected to get called on list of lists.

Remove duplicated clear nulls from list proc. this pr will fail to
compile until i go move those over to the preexisting one, but the
compile errors will tell me where all the consumers are.

This likely fixes some bug(s) in the issue tracker, but we don't know
what they are.

* Fixup list helpers, remove listoflist footgun from generic list procs, remove duplicated procs.

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2022-11-25 15:01:04 +00:00
SkyratBot
0aed085cb8 [MIRROR] Wall mounted vendors are no longer a Brand Intelligence liability [MDB IGNORE] (#17744)
* Wall mounted vendors are no longer a Brand Intelligence liability (#71468)

## About The Pull Request

Wall mounted vendors (currently just the wallmed) are no longer able to
be selected or spread to during the Brand Intelligence event. This is
done by checking the density variable, rather than just excluding the
wallmed, in case any other wall mounted vendors are implemented.

Also, adds and removes empty lines that were bugging me.
## Why It's Good For The Game

Closes #71465.

Wall mounted vendors look wonky when they leave the wall due to their
visual offset, and since they don't look like vending machines it can be
a bit confusing. Less buggy vendors and more immersive slapstick comedy.

## Changelog
🆑
fix: Wall mounted vendors can no longer receive brand intelligence.
/🆑

* Wall mounted vendors are no longer a Brand Intelligence liability

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-11-25 14:24:03 +00:00
SkyratBot
c5b3403f34 [MIRROR] New random event: Tram Malfunction [MDB IGNORE] (#17621)
* New random event: Tram Malfunction (#71234)

## About The Pull Request
Random event where for a couple minutes the tram crossing signals stop
working, and it hits hard.
## Why It's Good For The Game
Be careful, don't become a tram statistic! Adds a bit of 'Frogger'
gameplay for a couple minutes.
## Changelog
🆑 LT3
add: New random event added: Tram Malfunction
/🆑

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

* New random event: Tram Malfunction

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-25 02:10:26 +00:00
SkyratBot
75c8e0126e [MIRROR] Adds support for non-science techwebs (+Config) [MDB IGNORE] (#17596)
* Adds support for non-science techwebs (+Config) (#71070)

## About The Pull Request

This is an expanding of
https://github.com/tgstation/tgstation/pull/69708

Adds a config to not connect machines to a techweb at the start of a
round
Adds the ability to multitool a server to get its techweb in its buffer,
which can then be used on machines to sync them.
Adds support for some machines to not cry when they don't have a techweb
linked to it, in case they actually don't.

If the config to not have machines connected to the science server is
enabled, research servers will make their own techwebs instead. This is
barebones though and would need more work if this option is used.

For misc stuff:
- I replaced checking ``GLOB.machines`` for research servers, to instead
check ``SSresearch.servers``, where we can use ``as anything``.
- Removed unused vars on the RD server control
- I renamed the operating computer's .dm file to remove the capitalized
letter from it. It's now operating_computer instead of Operations.

## Why It's Good For The Game

This is adding support for 2 different cases that can be used in the
future:
1. Off-station roles, we can make roles like Oldstation have their own
techweb so they don't ruin science's efforts, or use their advanced
research to get things we don't want, or even possibly have some
blacklist webs for ghost roles (like teleporters) so that way we don't
need to have this dance where we have to give them a very specific
amount of materials for them to do things while not being able to get a
teleporter and leaving. I heard discussions that people wanted this a
while back, and one of the main things preventing this from happening is
the lack of support. Hopefully this is encouragement to make it a
reality, because I think it would be a really cool expansion of ghost
roles and a good way to prevent them from messing with the round in
progress.
2. Downstreams who want to do different things with Science. Personally
I made this PR with voidcrew(shiptest) in mind and think this would make
their lives easier. I didn't expand too much on this because I'm leaving
up mostly to the downstreams to figure out what they want to do with
these systems.

## Changelog

This generally isn't really player facing, since most of the changes
would only come into effect if the config is enabled??

🆑
fix: Research servers now only show servers connected to their techweb.
/🆑

* Adds support for non-science techwebs (+Config)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-11-22 11:47:40 -05:00
SkyratBot
fa9d8869e1 [MIRROR] Moves flick_overlay to atom instead of being global [MDB IGNORE] (#17529)
* Moves flick_overlay to atom instead of being global (#71045)

## About The Pull Request
Moves flick_overlay and flick_overlay_view to atom instead of being a
global proc
## Why It's Good For The Game
General performance and syntaxical improvements, makes it easier to
retrieve iconstates
## Changelog
🆑
fix: flick_overlay is an atom proc
/🆑

Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Moves flick_overlay to atom instead of being global

* modular flick

Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-17 17:26:07 -08:00
Stalkeros2
cbc0ee3490 NRI raider ship maintenance PR (#16833)
* should be it

* continuation

* T4 parts are now obsolete

* last touchups

* how did i not notice this good god

* less varedits

* Update pirate_enclave.dmm

* a

* untested need to do this at home later

* ohmygoddddddddd

* Update pirate_enclave.dmm

* doesn't work but i wanna sleep

* gotta test later

* should be it

* Update pirate_enclave.dmm

* Update pirate_enclave.dmm

* Update pirates.dm

* Update pirates.dm

* addresses issues

* addresses issues

* Update pirate_enclave.dmm

* Update pirate_enclave.dmm

* pipe

* Update pirate_enclave.dmm

* Update pirate_enclave.dmm

* a little bit more nice

* i did something?

* buttons i forgot

* Update enclave_pirates.dm

* stupid but it works eh

* this was unnoticed for a stupidly long time

* Update pirate_enclave.dmm

* Update pirate_enclave.dmm

* Update pirate_enclave.dmm

* Apply suggestions from code review

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* it works; good

* should work

* complete remap

* right

* hopefully final remap

* Update pirate_nri_raider.dmm

* пщщв

пщщв утщгпр ш пгуыы,,,,

* Update enclave_pirates.dm

* Update pirates.dm

* Update pirate_nri_raider.dmm

* guh

* DOES THIS EVEN WORK?

I HAVE NO IDEA (It does)

* I don't care at this point

* sounds (cool ones)

* I was asked to

* I was asked to

* shto

* Update pirate_nri_raider.dmm

* :(

* announcer and sound changes thing uh yer

* last touchups

* new batch of improvements

* Update modular_skyrat/modules/assault_operatives/code/base_alarm.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* Update pirate_nri_raider.dmm

* it is i

the cockroach

* it owrks i dont care

* fixes i suppose

* Update pirate_nri_raider.dmm

* Update pirate_nri_raider.dmm

* Update nri_raiders.dm

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-11-17 10:41:34 -05:00
SkyratBot
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00
SkyratBot
68e8eee1fc [MIRROR] Refactors Rabbits to be a Basic Mob [MDB IGNORE] (#17499)
* Refactors Rabbits to be a Basic Mob (#71205)

## About The Pull Request

Back in #64175, I reworked rabbits such that their base behavior was
just a cute fluffy snuggle monster, and not have the "easter" variant be
the default. Now that we're transitioning everything from simple_animal
to basic, I figured now was the time to shift that over too.

Pretty much everything should be the same as it was before, I even took
some time to add behavior to some elements to allow it to work (let me
know if I should handle it a different way) but rabbits as a
simple_animal and rabbits as a basic mob should now not be very
distinguishable (beyond the fact that they only speak via subtrees).

I also got rid of the single-letter icon_states in the DMI and
accomodated the code to fix because I finally got irritated enough to do
something about that.
## Why It's Good For The Game

Although I didn't really have any pressing urge to add more complex AI
behavior to rabbits than just pretty much re-implementing what they had
as a simple_animal, this is an excellent first-step to allowing much
more extensible behaviors to these fuzzy creatures.

Also, it takes three more mobs off "the frozen list". Whoopie!
## Changelog
🆑
fix: Dead Black Space Rabbits should now properly have a sprite.
/🆑

The UpdatePaths is useless for the maps we have on our repository
(holodecks use a spawner code-side), but I'm going to be nice to
downstreams who need it.

* Refactors Rabbits to be a Basic Mob

* Fixed the CI and the rabbit on VoidRaptor

* Oops, forgot to remove it from here too

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-16 11:57:50 -05:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
fd699e46ce [MIRROR] Refactors sound toggle prefs away from legacy toggles, introduces a new sound pref for jukeboxes [MDB IGNORE] (#17413)
* Refactors sound toggle prefs away from legacy toggles, introduces a new sound pref for jukeboxes

* Update living_defense.dm

* fix

* Update deprivation_helmet.dm

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-11-10 14:27:14 -08:00
SkyratBot
5fe8c962ac [MIRROR] The Shuttle Loan event can now roll multiple times per round [MDB IGNORE] (#17343)
* The Shuttle Loan event can now roll multiple times per round (#70819)

## About The Pull Request

The Shuttle Loan event can now roll multiple times (up to 3) per round.
When a loan is offered, the event cannot roll again until the current
offer is accepted. If an admin forces the event, the current loan offer
will be replaced by the new one. A specific type of loan offer will not
appear more than once per round under normal circumstances.

## Why It's Good For The Game

I think the Shuttle Loan event is really neat. It's presents Cargo with
the option to take on risk and reap the rewards, with some opportunities
for things to go very very wrong. There are twice as many loan offers as
there were when this event was introduced nine years ago, with more
potentially on the way (wink wink nudge nudge). I don't think it should
be constrained to just one per round any longer.

## Changelog

🆑
balance: The Shuttle Loan event no longer only rolls once per round.
/🆑

* The Shuttle Loan event can now roll multiple times per round

Co-authored-by: Rhials <Datguy33456@gmail.com>
2022-11-04 13:07:50 -04:00
SkyratBot
b7fca09e6a [MIRROR] Makes the beer nuke use scrubber overflow [MDB IGNORE] (#17297)
* Makes the beer nuke use scrubber overflow

* Apply suggestions from code review

Co-authored-by: coldud13 <coldud13@users.noreply.github.com>

* reset to upstream

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: coldud13 <coldud13@users.noreply.github.com>
2022-11-04 12:24:52 -04:00
SkyratBot
4741dc4ac9 [MIRROR] Fix halloweens races [MDB IGNORE] (#17270)
* Fix halloweens races

* update modular

* Apply suggestions from code review

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-10-31 18:00:11 +00:00
SkyratBot
375fea374a [MIRROR] Optimizes qdel related things (slight init time savings) [MDB IGNORE] (#17240)
* Optimizes qdel related things (slight init time savings)

* lang holder

* cleanup custom spawners slightly

* ref update

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-30 23:15:38 -04:00
SkyratBot
62c02030e3 [MIRROR] Convert mouse and rat to basic mobs [MDB IGNORE] (#17215)
* Convert mouse and rat to basic mobs

* run the UpdatePaths script you borb

* packs and nests

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-28 21:27:47 -04:00