* Verify that those clicking on admin statclicks are admins (#63226)
Also removes some unused statclick.
Statclicks need to get removed someday, they're a pain in the ass, but this is good enough for now.
* Verify that those clicking on admin statclicks are admins
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* replaces "iron ass" trait with "personal space"
* ass-slapping with the personalspace trait now also checks for combat mode
* re-adds Iron Ass for Player ChoiceTM
* minor punctuation fix + added to trait description
* fixes ironass value
* add checks for counterattacks
* Update code/modules/mob/living/carbon/carbon_defense.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/master_files/code/datums/traits/neutral.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update code/__DEFINES/~skyrat_defines/traits.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/master_files/code/datums/traits/neutral.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* reremoves Iron Ass
* replaces magic numbers with defs
* remove TRAIT_IRONASS
* removes IRON_ASS check from carbon_defense
* Let's get this over with
* Of course I had to forget some of them...
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Changes message when looking up at max-z (#63212)
Changed the message you get when you're at the highest z-level and try to look up to a more generic one that doesn't assume we're inside the station
* Deletes the ceiling
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* TGUI pAI Hotfix 1 (#63160)
Adds a new ui state so that players can access the paicard tgui while it's slotted in their PDA (inside the pda wasn't technically in the user's close inventory).
Adds some documentation for the pAI candidate file
Users now get notifications if they can't save files (guest keys).
pAIs previously had NO on screen indicator of hack progress, so I've given them a progressbar over the door
More visual output for pAIs
More output for edge cases
More documentation
Fixes#63161
* TGUI pAI Hotfix 1
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Ghosts can have colorful hair again! (#63129)
The PR that updated the codebase to no longer use legacy colors didn't check this specific proc, which is to my knowledge only used by ghosts lightening their hair color. That's it.
* Ghosts can have colorful hair again!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fix AI eye not being recreated if it was qdel'd, but not nulled (#63131)
As an error recovery point, if the eye somehow gets qdel'd, it is recreated when you try to move to the core.
However, this error recovery doesn't work if the AI eye is qdel'd without being nulled, as create_eye() checks if eyeobj exists (NOT if it's qdel'd).
Of course the real bug is in whatever is qdel'ing the eye, but considering this is an existing error recovery system, it should still work!
* Fix AI eye not being recreated if it was qdel'd, but not nulled
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Cleans up unnecessary transformation options in admin player panel (#62832)
I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
* Cleans up unnecessary transformation options in admin player panel
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* big borg code improvements and fixes
* I missed a modular comment
* fuck you linters
* yis
* converts skyrat versions to better
* annnnnd that should fix it
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Fixes ed-209 construction not being completable (#63156)
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Fixes ed-209 construction not being completable
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
* Fixes cleanbot icon state, as well as removing redundant bloat (#63001)
* Fixes cleanbot icon state, as well as removing redundant bloat
* Update cleanbot PR to use new botflags
* Fixes cleanbot icon state, as well as removing redundant bloat
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Antagonist Flavor 2: Malfunction Comes in Many Flavors! (#62774)
Malfunctioning Ais now get their own special antagonist panel, and roll for backstories much like traitors! As before, these are simply suggestions to encourage roleplay while you server wipe as the funny box.
* Antagonist Flavor 2: Malfunction Comes in Many Flavors!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Added alt jobs names actually doing something.
* Also add late join announcements.
* Fix custom roles showing up first in crew monitor
* Cleanup to match upstream changes
* Updates from review, also improve both tgui manifests
* Compromise for Skyrat edit notes vs JSX vs linter
* Compromise for optimization vs not making a horrible mess of passing client around
* Follow module rules
* Revert no longer true changed to customization readme
* Update dme
* Fixed comments for alt titles
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside closets and other objects. (#62923)
See the title. They previously ignored whether they were on a turf or not and used get_atmos_adjacent_turfs, which also included turfs on above and below z-levels, to get the list of adjacent turfs.
This will fix#62828:
Create one of many eldritch clown demons that passively spawn banana peels below or around them.
Place said clown demon into a bluespace bodybag and walk around the station.
Banana peels will follow you in your wake, with no clear cause. Confuse and annoy everyone.
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside objects
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Catwalk Tiles REVAMP + floorbot buff (#63016)
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
* Catwalk Tiles REVAMP + floorbot buff
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Better emotes and auto-punctuation.
* Making ' and " work, adding ' to the characters that cause the space to get removed
* Making one part use RegEx
* Makes this even better.
* Removing auto-punctuation
* Improving subtler code, again.
* Time to test this out instead
* Properly fixing it, while also making it more efficient, yeet!
* Fix dragon rift not healing dragon (#62843)
About The Pull Request
Fixes#62816, caused by the healing aura refactor.
Changelog
cl
fix: Fix the space dragon's rift not healing the dragon.
/cl
* Fix dragon rift not healing dragon
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Move current pick_weight consumers to not pass in zeros (#62940)
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
* Move current pick_weight consumers to not pass in zeros
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Vampire victims no longer receive messages about bloodsucking while unconscious. (#62953)
* Vampire victims no longer receive messages about bloodsucking while unconscious.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Replaces Batform with Vampire houses (#62516)
Permissions for species change
image
About The Pull Request
Goodbye batform
Hello, new preference called vampire status. Outcast vampires act just like normal, Inoculated vampires join their department under a unified "vampire house name" everyone shares.
image
image
image
Why It's Good For The Game
I've heard people complain about batform for years now, if vampires aren't gone by next halloween we can at least enjoy making them far less griefy (ruining a lot of the fun of halloween as just a dumb grief holiday) and more roleplay oriented. I don't even know why vampires got a griefy spell when they already have their main mechanic encourage randomly attacking people and stealing their blood to stay alive
Changelog
cl
del: Batform is gone!
add: ...Replaced by vampire houses as a preference. Join your department as a vampire ménage!
/cl
* Replaces Batform with Vampire houses
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Refactors Sign Language & Fixes Inconsistency (#62836)
Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.
* Refactors Sign Language & Fixes Inconsistency
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to. (#62944)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Exempts non-deadminned admins from all the chat filters so they can break the server rules and get banned if they want to.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* prevents mindswaping into ghost poly (#62554)
About The Pull Request
Closes#62465
Also makes ghost poly technically designated as a boss in the code as their sentience type, as far as I can tell this doesn't actually change anything other than the ability to make it sentient, but it also makes sense for a creature effectively incapable of death to be designated as a boss in the code.
Why It's Good For The Game
As funny as it is, mindswapping (blood into a rainbow slime extract gives you a mindswap potion) into ghost poly, or otherwise making ghost poly sentient, is an exploit that should be patched. Ghost poly is as fast as a ghost, can move through walls, has godmode, and if you give it a fugu gland it can beat people up. It can also pick up things, such as the nuke disk, which would make nukeops rounds pretty unfair and unfun.
Changelog
cl
fix: Aspiring xenobiologists and ambitious wizards can no longer mindswap into ghost poly or otherwise make them sentient in an attempt to gain godmode + ghost speed + the ability to go through walls.
/cl
* Prevents mindswaping into ghost poly
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Makes the "Ian's Adventure" station trait more interesting by making the dog deadchat controllable plus extra lives. (#62617)
About The Pull Request
Makes the "Ian Adventure" station trait more interesting by giving him deadchat control (democracy mode, 3 seconds cooldown on inputs) and a couple extra lives* to survive early round tiding.
*Basically, a new component that respawns the critter when he dies. The component itself is simple enough, but it sends a signal each respawn to allow other datums to expand this behavior how they want. I've contemplated adding a signal that can stop death, dusting and gibbing instead of respawning the mob at first but because death(), dust() and gib() were made with the assertion that the mob is always going to die I've quickly realized it'd require a refactor that's way too big and out of scope.
The deadchat control of corgis only include commands to change and drop hats, "speak" (random lines from the speak list of the mob) and spin (other than cardinal movement) for now. I'd have loved to add more complex commands (like, argumented) that can potentially be relayed to the AI controller, but I guess that'll have to wait until the thing gets refactored a little.
Why It's Good For The Game
"Ian's Adventure" is a really bland station trait at the moment. All it does is move Ian somewhere else at the start of the round. Even by the station traits standard of being small things this is insignificant, and also pretty bad considering Ian is not actually going on an adventure since he lacks the initiative to do anything being an npc dog.
This PR aims to breath fresh air into this station trait and push it toward a slighty more engaging direction, though it relies on observers to work, while still being a small """"cute"""" station trait.
Changelog
cl
expansion: The "Ian's Adventure" station trait now makes Ian deadchat controllable and gives him a couple extra lives (to survive early round tiding)
/cl
* Makes the "Ian's Adventure" station trait more interesting by making the dog deadchat controllable plus extra lives.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* nitryl and stimulum merge in nitrium (#62061)
This PR is the first of a few were i'll be merging similar working gases into one.
This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases
The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?)
The PR so far:
-removed nitryl
-removed stimulum
-merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K)
-made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken
-Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas)
Less rare gases, going towards a better atmos gameplay loop
* nitryl and stimulum merge in nitrium
* Fixing blackmesa
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>