* Remove pick_weight_allow_zero, and allow pick_weight to take zero values (#63035)
* Remove pick_weight_allow_zero, and allow pick_weight to take zero values
* Remove pick_weight_allow_zero, and allow pick_weight to take zero values
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replacing more C-style for loops with the faster, traditional ones. (#62908)
* Replacing more C-style for loops with the faster, traditional ones.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Removes cryostasis pods from the game pending creation of a proper design document
* Axe body spray
* Update ai.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Overhauls job eligibility checking and improves job debug logging.
* Fixing conflicts
* Makes Veteran the first check since it's the most likely.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes wizard a high impact ruleset (#62258)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Makes wizard a high impact ruleset
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* the "no organics on shuttle" objective now only counts actually organic creatures (#62084)
The "don't allow any organics to escape on the emergency shuttle alive" objective no longer counts inorganic species like golems, plasmamen, androids, etc.
Some malf AI objectives have had their descriptions updated to reflect them only caring about player-controlled creatures.
* the "no organics on shuttle" objective now only counts actually organic creatures
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Midround malf AI rulesets no longer trigger if roundstart malf ai has been triggered (#62045)
Adds blocking_rules for midround malf AI that prevents it from triggering if malf ai was triggered roundstart.
* Midround malf AI rulesets no longer trigger if roundstart malf ai has been triggered
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Adds a dynamic config to cap the maximum threat level, max_threat_level (#61869)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a dynamic config to cap the maximum threat level, max_threat_level
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adjust requirements of traitor rulesets to match their new costs (#61704)
* Adjust requirements of traitor rulesets to match their new costs
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point. (#61685)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Replaces downloading research notes with a new antag objective and station sabotage point.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Makes sure contractors only get extraction points on station (#61389)
Extraction areas are now checked with GLOB.the_station_areas, and not just for being on the same Z level. This fixes#61287 (Contractor dropoff points being inside ruins)
There's probably a more elegant way to do this, but it works.
* Makes sure contractors only get extraction points on station
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Lowers the cost of the obsessed midround ruleset from 10 to 3. (#61370)
Obsessed is a really weak antagonist whose objectives revolve around creeping on a single crewmember. He doesn't have any special ability whatsoever other than suffering from heavy butterflies in the stomach when his mood is great or above and his presence barely affects the round. They shouldn't have the same cost of other rulsets like swarmers, pirates, ninjas and nightmare, or even latejoin traitors.
* Lowers the cost of the obsessed midround ruleset from 10 to 3.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes the protect objective.dm (#61037)
A ternary operator was screwing things up. I have also replaced some . path operators with ?. to avoid runtime errors. And yes, I have tested it.
* Fixes the protect objective
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Malf humans, and perfectly functioning ais, round three. (#60335)
Fixes mistake made in #59765, that fixed malf humans spawning by making it impossible for any malfunctioning ai to spawn.
That PR used wrong proc, so it always returned TRUE, so the code declined every player candidacy for the antag datum. I changed it for correct proc, and did some basic testing on it.
* Malf humans, and perfectly functioning ais, round three.
Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
* Dynamic can no longer creates malf AI humans 2: Electric Boogaloo (#59765)
* Update dynamic_rulesets.dm
* spacing is cool guys
* Dynamic can no longer creates malf AI humans 2: Electric Boogaloo
Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
* When a midround ghost event doesn't get any applicants, a sleeper agent/syndicate infiltrator will roll in its place (#59515)
When a midround ghost event doesn't get any applicants, a sleeper agent/syndicate infiltrator will roll in its place.
A sleeper agent will attempt to roll first, followed by a syndicate infiltrator. Neither of these rolls are forced, so if there is not enough threat, or the threat level doesn't match the requirements, then it will not roll, however the threat_level% chance of sleeper agent does not come into effect.
* When a midround ghost event doesn't get any applicants, a sleeper agent/syndicate infiltrator will roll in its place
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Dynamic Abductor Teams won't spawn a solo Scientist (#59463)
Fixes lone abductor scientists by adding a variable to ghost poll rulesets for how many applicants are needed for the ruleset to execute. This fixes#59441 and any future dynamic rulesets that necessarily require there to be more than one applicant to function correctly.
* Dynamic Abductor Teams won't spawn a solo Scientist
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Increase minimum pop for heretics (#59468)
Increases the minimum pop for both heretic rulesets to roll to 18.
I have permission from head admins to touch Dynamic ruleset values, and was also given explicit permission for this one.
* Increase minimum pop for heretics
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>