Commit Graph

79 Commits

Author SHA1 Message Date
SkyratBot
ba4829fecb [MIRROR] Fix multiple high impact rulesets being chosen on Dynamic (#3561)
* Fix multiple high impact rulesets being chosen (#57036)

About The Pull Request

This was code I didn't touch but just never worked. I'm pretty sure this is the fix.
Changelog

🆑
fix: Fixed multiple high impact rulesets being chosen on Dynamic.
/🆑

* Fix multiple high impact rulesets being chosen on Dynamic

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-21 14:16:39 +00:00
SkyratBot
b332b46b65 [MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines

* a

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-15 15:32:02 +00:00
SkyratBot
c28dcbac0e [MIRROR] Makes wizard a little more rare (#3335)
* Makes wizard a little more rare (#56869)

* Makes wizard a little more rare

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2021-02-13 11:05:48 +00:00
SkyratBot
d3453e645e [MIRROR] Fix dynamic parameters ignoring configuration (#3285)
* Fix dynamic parameters ignoring configuration (#56778)

Dynamic was ignoring the parameters in dynamic.json, because they were being ran in can_start, which runs before pre_setup. This has been moved to its own proc which is correctly called after configuration.

Let this be a lesson in why you should not be putting side effects in functions that don't imply they are impure.

* Fix dynamic parameters ignoring configuration

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-11 13:11:02 +01:00
SkyratBot
8f7ce712ea [MIRROR] Fix forcing certain roundstart rulesets dividing by zero (#3211)
* Fix forcing certain roundstart rulesets dividing by zero (#56728)

It was trying to scale HIGH_IMPACT_RULESETS, which are not lone. This generalizes it to checking for a scaling cost.

Fixes #56722

* Fix forcing certain roundstart rulesets dividing by zero

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-08 23:48:53 +00:00
SkyratBot
cc67a133e5 [MIRROR] [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#3132)
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round

* conflicts

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-08 23:07:24 +00:00
SkyratBot
528c8b4659 [MIRROR] Dynamic 2021 (#3070)
* Dynamic 2021 (#56221)

About The Pull Request

Dynamic 2021, among much other things, splits the threat level into two separate budgets, one for round start and one for midround/latejoin. You can read the design doc, plus methodology and charts here: https://hackmd.io/@ tgstation/S1C4dYJkO.

To server owners: this is incompatible with current dynamic.json configurations. This is not just because some fields have different values now, but because the older values are not balanced towards this system.

Inidividual list of changes (as I remember them):

    Threat level is now split into two separate budgets, one for round start and one for midround/latejoin.
    In TESTING, you can now run dynamic simulations to see the roundstart picks.
    antag_cap is now based on an equation rather than a fixed list of antags per indice--the old system is not scalable. You can now pass it either a number for a fixed constant, or a list with "denominator" and an optional "offset" to fit the equation ceil(x / denominator) + offset, with x being population.
    Midround/latejoin timers are now vars on /datum/game_mode/dynamic itself, and thus can be configured by head admins per server.
    Removes some older, as far as I can tell completely unused admin tools relating to dynamic.
    autotraitor_cooldown is now properly respected from config, and is based on an exact time rather than on ticks (450 used to be 15 minutes, now it's just 15 MINUTES).
    The rulesets dynamic chooses are now in a dynamic.json file in round logs. Relies on tgstation/tgstation13.org#64 to be public.
    Adds more logging to the autotraitor ruleset for admins.
    Midround/latejoin chance modifiers are now configurable.

Labelled "Do Not Merge", as the design doc outlines the specific playtesting schedule I would like to perform.

    Note to self: Remove the custom MOTD before merge.

Why It's Good For The Game

(Copied from design doc)

Dynamic currently dumps as much threat as it can into round start threats. This means that rounds at ~50 threat can have an absurd amount of antagonists round start, while leaving very little threat for midround/latejoin antagonists. What inevitably happens is just one of those picked decides to murderbone, leading to the inevitable 20 minute shuttle call. Furthermore, once those antagonists are dead, Dynamic doesn’t have any threat left to spend on new antagonists that keep the round flowing, promoting the mentality of “antags dead, I’m bored, let’s leave”.

The proposed solution of Dynamic 2021 is to split threat level into two separate budgets, one for round start and one for midround/latejoin. This split, like threat level, will also be done on a lorentz curve–meaning that while most rounds will have them evenly split, there is still the possibility of chaotic high antagonist round start rounds, or the possibility of a midround onslaught.

* Dynamic 2021

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-04 16:08:32 +00:00
SkyratBot
9588815489 [MIRROR] dynamic threat reports are no longer perfectly accurate. (#2798)
* dynamic threat reports are no longer perfectly accurate. (#56252)

I think the concept of info being wrong fits in a game about paranoia, so there's now a -15 to +15% divergence from the actual threat level when a threat report is sent, and a small chance of it just being downright wrong, to prevent people from just relaxing every time its a relatively safe round (and vice versa)

* dynamic threat reports are no longer perfectly accurate.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2021-01-20 02:39:43 +00:00
SkyratBot
bb58c38648 [MIRROR] Revert "separates malf ai from traitor dynamic ruleset" (#2753)
* Revert "separates malf ai from traitor dynamic ruleset (#56090)" (#56197)

Reverts #56090

It literally does not do the one thing its supposed to #56192

* Revert "separates malf ai from traitor dynamic ruleset"

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-17 13:44:20 +01:00
SkyratBot
72a54fbdba [MIRROR] separates malf ai from traitor dynamic ruleset (#2723)
* separates malf ai from traitor dynamic ruleset (#56090)

Separates malf ai from traitor so admins can treat it separately

* separates malf ai from traitor dynamic ruleset

Co-authored-by: Fikou <piotrbryla@onet.pl>
2021-01-16 00:50:58 +01:00
SkyratBot
fcf376c5e6 [MIRROR] Allow dynamic to be configured when used as the forced secret mode (#2721)
* Allow dynamic to be configured when used as the forced secret mode (#56122)

Allow dynamic to be configured (roundstart rulesets) when used as the forced secret mode

* Allow dynamic to be configured when used as the forced secret mode

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-16 00:50:01 +01:00
SkyratBot
63adea0ebb [MIRROR] [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#2653)
* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#55956)

Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.

Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.

* [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-12 06:50:49 +01:00
SkyratBot
d7f054b035 [MIRROR] Refactors monkeys into a species (#2379)
* Refactors monkeys into a species

* aaa

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-31 21:08:07 +01:00
SkyratBot
21b9968867 [MIRROR] Fixes Dynamic Abductors Being Split Up (#2081)
* Finally fix the abductor dynamic issues (#55239)

* Fixes Dynamic Abductors Being Split Up

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2020-12-08 11:31:12 +00:00
Azarak
cc8e47ef15 aa (#1885) 2020-11-29 15:04:05 -06:00
SkyratBot
d6c4528b61 [MIRROR] Allows dynamic game modes to be disabled (#1927)
* Allows dynamic game modes to be disabled (#55200)

Currently for headmins to disable game modes they need to set the list of valid threats to 101, counting on the fact that the threat level doesn't go higher than 100.
This is brittle, bypasses checks for having enough valid game modes, and a hacky solution at best.

Made it so that setting the weight of a ruleset set to zero, be it via configs or by var-editing, will no longer draft it for picking, effectively disabling it.

* Allows dynamic game modes to be disabled

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-29 16:06:05 +00:00
SkyratBot
c8f996a788 [MIRROR] Fixes Ghost Dynamic Abductors (#1899)
* Fixes Ghost Dynamic Abductors (#55176)

Fixes an issue where an abductor team was created every time a midround antagonist was created by Dynamic, even if it wasn't Abductors. This was simply due to some misplaced code.

* Fixes Ghost Dynamic Abductors

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2020-11-28 12:56:30 +01:00
SkyratBot
5adb2790a0 [MIRROR] Spider Rework (#1667)
* Spider Rework

* Update giant_spider.dm

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-11 18:32:13 +01:00
SkyratBot
6a915d7ccc [MIRROR] [READY] Space Ninja Rework (#1611)
* [READY] Space Ninja Rework (#53492)

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Revert "Automatic changelog compile [ci skip]"

This reverts commit 48a63defa644ec9826ee5eb1736e5158d2a636d4.

* Revert "Automatic changelog compile [ci skip]"

This reverts commit cb68f4988edd9d841c4203eecee2067a49ce75c5.

* Revert "Revert "Automatic changelog compile [ci skip]""

This reverts commit e6e1f1ef53ee6611c334efcae6ca7c102edaf351.

* Revert "Revert "Automatic changelog compile [ci skip]""

This reverts commit 1782210527b9819772c0781122bec35b7979bf7d.

* Update changelog.html

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Move suit_initialization into better location

* Clean up cost check

* Clean up net using

* Clean up Ninja Star

* Clean Up Ninja Stealth

* Clean Up Sword Recall

* Move the event file

* Re-Merge the Changes

* Get your ninja code out of my human.dm

* Move the event into events folder and clean it up

* Can the old space ninja antagonist file

* Roll in the shiny new bad boy

* Get rid of actions/ninja.dm and move its info into respective ability files

* Update one_click_antag with new ninja

* Move proc out of ninja code into proper location

* Update the dme properly this time

* Update code/modules/ninja/suit/ninja_equipment_actions/ninja_suit_initialisation.dm

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* Update code/modules/ninja/suit/gloves.dm

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* Update the antagonist file

* Update ninjaDrainAct

* Re-Add MGS Voice Lines

* Up the Katana Damage Back Up to 30

* Attempting a Risky Manuever

* Adjusting some numbers to fit the delta time PR

* Fix Var Names and do a return ..()

* Remove Unused Defines, Update qdels to QDEL_NULLs

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

Co-authored-by: Rohesie <rohesie@ gmail.com>

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

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/events/space_ninja.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/ninja/energy_katana.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/ninja/ninja_explosive.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm

Co-authored-by: Rohesie <rohesie@ gmail.com>

* Remove Unnecessary Condition Checks

* I'll show you what A stands for!

* Turn some things into defines

* Remove is_ninja()

* Gives the SN roles on Antag Gain, not on event spawn

* Clean up mind/key code to be efficient and modern

* Have Deactivated Suit Gloves use default black sprite

* Add the new clothing sprites

* Add new inventory sprites for alternate sprites

* Get Rid of These Again

* Re-add suit changes

* Implement all the suggestions for the antag file

* And then everything else

* Updating the Weight for purpose of testmerge

* Balance Updates

* Update the Objective Definitions

* Remove Now Unreachable Cyborg Interaction Code

* Get That Shit Out of My Forest

* Re-Add Cowl Wearing Sprite

* Re-Add Cowl Inventory Sprite

* Adapt to the new thing?.thing changes

* Re-add New Katana Inhand Sprites

* Re-Add glove's shock but have it do knockdown instead

* Get rid of the these stupid changelog changes

* Update sounds

* Re-add New Mask Sprite

* Re-update katana inventory sprite

* Revert Event Weight

* Update code/modules/ninja/suit/ninja_equipment_actions/energy_net_nets.dm

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Re-Add Dynamic Ninja

* Revert Changelog thing

* Update Mob Sprites

* Add files via upload

Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* [READY] Space Ninja Rework

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
Co-authored-by: Changelogs <action@ github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
Co-authored-by: Rohesie <rohesie@ gmail.com>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2020-11-07 15:43:32 +00:00
SkyratBot
ea84bd036c [MIRROR] [READY] Swarmer QOL and Balance Update (#1554)
* [READY] Swarmer QOL and Balance Update

* Update swarmer.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-11-05 00:32:30 +00:00
SkyratBot
68625a452e [MIRROR] Removes changeling teams and hivemind channel (#1503)
* Removes changeling teams and hivemind channel (#54054)

* Removes changeling teams and hivemind channel.

* More cleanup

* some more stuff

* Removes changeling teams and hivemind channel

* Update horror_form.dm

* Update horror_form.dm

* Update horror_form.dm

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-31 16:29:12 +01:00
SkyratBot
6a8c626e7f [MIRROR] Moves dynamic ruleset execute buttons + fixes forced rulesets ignoring configs. (#1403)
* Moves dynamic ruleset execute buttons + fixes forced rulesets ignoring configs. (#54477)

Moves buttons for forcing dynamic rulesets from game panel to game mode panel,
and as a side effect fixes forced midround/latejoin rulesets ignoring configurations.
Also fixes forced roundstart rules ignoring configs.

* Moves dynamic ruleset execute buttons + fixes forced rulesets ignoring configs.

Co-authored-by: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>
2020-10-20 19:44:38 +01:00
SkyratBot
717db1be3f [MIRROR] Fixes another dynamic issue with protected roles rolling traitor (#1376)
* Fixes another dynamic issue with protected roles rolling traitor (#54452)

In short:
picking_specific_rule didn't apply configs.

* Fixes another dynamic issue with protected roles rolling traitor

Co-authored-by: TheChosenEvilOne <34602646+TheChosenEvilOne@users.noreply.github.com>
2020-10-19 18:48:55 +01:00
SkyratBot
34d743ccc9 [MIRROR] Fixes Dynamic Abductor Spawns (#1316)
* Fixes Dynamic Abductor Spawns (#54383)

* Fixes Dynamic Abductor Spawns

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2020-10-15 08:37:34 +02:00
SkyratBot
51bc113c82 [MIRROR] Adds Abductors to Dynamic Spawns (#1287)
* Adds Abductors to Dynamic Spawns (#54345)

This PR does what it says right on the tin and adds Abductors as a possible choice for Dynamic mode's midround spawning. There is nothing else in this PR.

* Adds Abductors to Dynamic Spawns

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2020-10-13 23:02:40 +02:00
SkyratBot
ec28f27bf8 [MIRROR] Fix broken dmdoc crosslinks (#933)
* Fix broken dmdoc crosslinks

* Update species.dm

Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 15:14:45 +02:00
SkyratBot
7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)

* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
SkyratBot
38c75c7573 [MIRROR] Ghost Pool Protection Admin Button (#226)
* Ghost Pool Protection Admin Button (#52683)

* Ghost Pool Protection

* okay

* Update tgui.bundle.js

* just a bit of feedback

* temporarily

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>

* Update GhostPoolProtection.js

* Update tgui.bundle.js

* my devserver broke

* okay done for real

* conflict resolution bundle

* Rohesies dope review

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>

* Ghost Pool Protection Admin Button

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Emmanuel S. <emmanuelssr@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-07 01:39:43 +01:00
SkyratBot
efdbd930b4 [MIRROR] Remove instances of var varname in dm code (#133)
* Merge pull request #52580 from Cyberboss/CleanBadVars

Remove instances of `var varname` in dm code

* Remove instances of `var varname` in dm code

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-07-31 00:24:48 +02:00
tmtmtl30
e574919abc stops midround dynamic families ruleset from picking mindshielded starting family members (#51769)
* oops

im dumb

* holy fuck i'm dumb

that would have fucked it up big-time, wrow

* changes trim_candidates

ok

* Update dynamic_rulesets.dm
2020-06-24 09:28:05 +02:00
Iamgoofball
9096b33203 Dynamic Families now goes from 30 to 15 minutes, instead of 60 to 30 minutes. (#51639)
* Dynamic Families now goes from 30 to 15 minutes, instead of 60 to 30 minutes.

* Update dynamic_rulesets_roundstart.dm

* Update dynamic_rulesets_midround.dm

* Update gang_handler.dm
2020-06-18 16:17:17 -03:00
EdgeLordExe
b237791423 HERETICS: Solo Antagonist that grows with power (#51199)
* basic antag items


hey


based


game is on


ree


e


brings back good sprites


eueuuee


eeeeeeeeeeeeeeeeeeee


more


tgui baby


FINALLY


e


Small changes


adds better point s


Finishing touch!


FINISHED

ANTAG FINISHED. FUCKING. FINALLY
grammer


E


E?

* rebuilt tgui

* gamemode fixes

* i love inconsistent var names

* sprootes

* ath review

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* Automatic changelog compile [ci skip]

* a shit ton of changes

* Apply suggestions from code review

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* sprootes

* more changes ree

* Fixes and upgrades

* sprootes done

* dmdoc compliance

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* mewtewnew revieww ~~

* e

* Automatic changelog compile [ci skip]

* e

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* autodoc

* E

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* removed Destroy()

* * 0.5

* bugsquash

* e

* changes to ashlord's rite

* e

e

* e?

* the fuck

* adds station wide alerts for ascension events

* fixes an autodoc

* tgui

* e

e

* removes a redundant line of code

* sickly blade is now normal size item

* changes a line of code in flesh

* no revives for ghouls!

* uwu

* Update code/modules/antagonists/eldritch_cult/eldritch_knowledge.dm

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>

* E

* E2

* Automatic changelog compile [ci skip]

* Makes eldritch cult into HERETICS

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* unfucks medallions code

* long live list loops

* E

* E

* i love my git crashing

* Magics

* E

* removes TRAIT_GHOUL since it was redundant

* Update code/modules/mob/living/carbon/inventory.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/inventory.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/human/species.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/carbon/human/human_update_icons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* fixies uwu

* hopefully i fixed all return ..()

* E

* EEEEEEE

* wormie now is refactored

* removes destroy

* Update code/modules/surgery/bodyparts/bodyparts.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Automatic changelog compile [ci skip]

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* E

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/knowledge/rust_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* E

* E?

* E

* one more

* k

* OH SHIT OH FUCK

* replaces ROLE_ECULT with ROLE_HERETIC and fixes preferences

* REE

* fleshy fixes

* fixes summonings

* REE

* texture fix

* fixes a stupid fucking runtime that i noticed coz i forgot people can be borged. FUCK

* grammer

* nullrods can now remove runes

* HOLY SHIT, HOTFIX NERF

* E

* E

* TEMPORARY SOLUTION TO MAKE HERETICS SPAWN NATURALLY

* Update code/modules/antagonists/eldritch_cult/eldritch_antag.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_book.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_effects.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/antagonists/eldritch_cult/eldritch_items.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* SECOND TEMPORARY FIX

* fixes fixes fixes fixes

* i hope this no longer will qdel summons

* E

* please push this asap

* E

* buffs sickly blade to 17 damage and only allowes culties to use it

* Explanations uwu

* examine changes ree

* e

* E

* )

* E

* E

* Ash fix

* changes to mad touch

* replaces e_cult with heretics and fixes protect objective to suceed when someone suicides

* E

* makes worm code use COMSIG_MOVABLE_MOVED

* replaces bad var names

* makes eldritch knowledge an assoc list

* E

* Update code/modules/mob/living/simple_animal/eldritch_demons.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* what the fuck

* the fuck

* fixies

* EEE

* fixes

* e

* fixes

* mansus grasp slight buff

* changes overall changes

* E

* logging

* changes the eldritch armor into a nicer looking kryson robes

* tgui bundle

* QOL sprites and a spell to contract armsy

* SPRITES

* readds rust floors

* Fixes pointed out by anturk

* E

* E

* E

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Cleanup

* Fixes

* E

* EEEEEEEEEEE

* makes heretics a little bit more common

* Update code/modules/antagonists/eldritch_cult/knowledge/flesh_lore.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* EEE

* eee

* E

* E

* Init

* Makes shit more readable

* h

* e

* E

* wounds compatibility patch

* hnng

* rusty better sprite

* turn

* Apply suggestions from code review

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* E

* further renames e

* E

* JS side

* changes reee

* e

* E

* yeesh

* e

* E

* pr

* e

* E

* changes re

* AAAAAAAAAAAAAA

* e

* antag huud

* e

* e

* hnnng

* hnng

* HNNNNG final patch - LAST TESTMERGABLE COMMIT

* HNNG NEVERMIND THIS IS THE LAST TESTMERGABLE COMMIT DONT LISTEN TO LIES BELOW

* e

* FINAL PATCH - MERGE READY

Adds defines, buffs blood siphon a bit so it can utilize wounds and replaces ROLE_CULTIST with ROLE_HERETIC

* forgot about a single debug line aaa

* hnnnhng

* hng

* a!

* aaa

* applies code review

* e

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-06-14 18:10:16 +02:00
tmtmtl30
19335b4a2b fixes forced dynfamilies (#51586)
indice_pop isn't set by acceptable() if the pop is too low but i still used it anyway, which normally wouldn't be a problem since the ruleset just won't execute when the pop is too low except forced rulesets always execute, so indice_pop wasn't set when i needed to use it
2020-06-13 02:50:07 +02:00
tmtmtl30
a2b60fcbce Ports Families gamemode to Dynamic roundstart + midround rulesets (#51244)
* stage one

doesn't compile yet

* step 2

added newer changes and goof's balance requests. still doesn't compile

* phase 3

somewhere along the way, wanted code got fucked, and i have to commit to switch branches to debug it better

* documentation, first dyn rulesets

-deprecates a proc nobody needed
-documents a lot of things, hopefully enough of them
-reorganizes a lot of things to allow for admin-spawned families
-adds dynamic rulesets (unfinished, debug settings left in)
-hopefully finally fixes wanted level displays. all code sucks; ui code sucks especially. why can i put an acid level on a screen element? Fuck you
-implements fully functional jewish qabbalah system to replace families gamemode. discover secret names of god + knowledge of universe structure through study of tanach and talmud, use them to secure the station for israel 2
-introduces gay agenda to unsuspecting stationgoers
-remind me to check out gang tag code for mentions of ssticker.mode etc. if one of my later commits doesn't say i did that

* finishes up rulesets

-rulesets work now
-hopefully cleaned up the debug code for them
-minor adjustment to check_wanted_level() proc to ensure wanted stars update appearance correctly post-space cops
-i resisted the urge to modify one of the systems so that it was more "elegant" or whatever because knowing my luck it'd result in another 10 years of failures and tests
-checked out gang tag code; seems fine. perhaps the only part of families code i haven't gotten my mitts on. hopefully it won't break
-you can now print fully functional geneseed organs from the roundstart medlathe for use in self-augmentation
-consumed my soul and replaced it with a pathetic, empty husk
-implemented social security number skimming operation
-removed herobrine

* addressing issues

from the github

* suggestions

cleanin some things up

* more tweaks

goof requested on discord that i ensure 3 families every time, and adding the highlander ruleset flag makes sense because it means the 1-2 families-revs or families-nukies punch is less likely

* adjustments for midround ruleset

-wanted level no longer cares about deaths that happened before the handler's pre_setup_analogue() proc is called
-midround ruleset will not trigger if more people have died during the shift than there were people readied up at roundstart (in addition to the minimum population of 36).
-changes to antagonist code; only nonhumans may roll antagonist. if you have more than 1 hour of time spent playing as a human you are ineligible. something something 13%

* #51315 compatibility

removes useless "high_population_requirement" vars on families rulesets

* moves stuff

team creation should have gone in create_team() not on_gain() since the former gets called directly before the latter

* shuffles some procs

removes unnecessasry blocking_rules list for roundstart families gamemode
2020-06-11 23:29:18 +02:00
Jordan Brown
ec9a71a1dc Merge pull request #51471 from TheChosenEvilOne/dynamic_but_this_time_ill_not_fuck_up
Fixes dynamic giving antagonist roles to protected jobs (for real this time)
2020-06-09 21:06:43 -04:00
TheChosenEvilOne
702dcdd3ba Dynamic hotfix (#51502)
* Dynamic hotfix

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>

* this was a dumb error

Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2020-06-07 22:00:13 +02:00
TheChosenEvilOne
1318b269a2 Some cleanup (#51315)
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2020-06-07 14:33:57 +02:00
tmtmtl30
f3889b9e8f improves dynamic ruleset scaling code (#51385)
* awful

dynamic code sucks ass

* distributive property

removes antags_rolled entirely. good riddance
2020-06-07 12:48:19 +02:00
TheChosenEvilOne
19330314e5 fixes dynamic again
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2020-06-06 01:26:56 +03:00
TheChosenEvilOne
7d8e1639c7 Fixes restricted roles in dynamic with configs.
Signed-off-by: TheChosenEvilOne <tceo-email@protonmail.com>
2020-05-27 19:26:40 +03:00
skoglol
0f2a994ffa Midrounds and latejoin rulesets now pre-execute 2020-05-17 23:55:57 +02:00
skoglol
596f7604f4 Updates restricted roles after config (#51039) 2020-05-10 17:23:37 -03:00
RaveRadbury
daac87bf43 Removes prisoner from revs latejoin (#50158) 2020-03-26 00:47:11 +08:00
Rohesie
0cf8f7cd9d Dynamic current_players lists rework (#50013)
* current player lists

* Docs
2020-03-21 17:05:13 +01:00
IndieanaJones
422ef20ba8 [READY] Space Dragon Rework (#49344)
* Remove Space Dragon from drake.dm

* Add space_dragon.dm

* Update spacedragon.dmi

* Add actions_space_dragon.dmi

* Add carp_rift.dmi

* Load space_dragon.dm

* Update space_dragon.dm antagonist file

* Update spawn_dragon.dm Spawn Event

* Update misc.dm for Space Dragon Win Definition

* Update role_preferences.dm to include Space Dragon

* Update ticker.dm to include Space Dragon news message

* First Trailing Newline for Travis

* Second Trailing Newline for Travis

* Changing rift to rifts

* Update antag file with proposed new weight and time

* Update the Greeting to be Correct

* Update space_dragon.dm mob file

* Remove Space Dragon Win Definition

* Remove Space Dragon News Message

* Undo Whitespace change

* Update space_dragon.dm

* Travis got mad about how I spelled CENTCOM in Autodoc Info

* Update code/modules/events/space_dragon.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update space_dragon.dm

* Update space_dragon.dm

* Display Space Dragon in his own section of the Antag Panel

* Use the new Spacewalk trait

* Add Speed Boost After Rift Charge, Passive Healing While On Rift

* Adds Space Dragon to the Dynamic Midround System

* Notify Ghosts When a Carp Spawn is Added

* Actually Fix That

* Reduces Space Dragon's Spawn Weight from 10 to 5

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-03-19 22:01:52 +01:00
skoglol
a3f2519e70 Dynamic can only roll revs once 2020-03-16 07:27:59 +01:00
RaveRadbury
b408735b0f Prevents prisoners from rolling mid-round traitor
Also removes Prisoners from Wizard rolling restriction.
2020-03-10 21:05:42 -07:00
RaveRadbury
619e8dc2f9 Adds prisoner to protected and restricted roles list for Dynamic 2020-03-10 20:06:53 -07:00