* Mafia games can now be voted on to start early, forced to start early by admins (#74256)
## About The Pull Request
**DISCLAIMER:** Mafia, being a 12-player game, is very very difficult to
debug. I've tested everything here to the extent that I can as one
person, but this might need some really careful inspection.
This PR adds a new option to the mafia minigame menu, which lets
signed-up players vote to start the game early. If there are more than
three players signed up, and at least half of them are voting to start,
the round will start. Admins also have the option to force a mafia round
to start in the admin options panel.
When a round is forcibly started, a random non-standard role setup is
created. Unlike the normal setup parameters, which assume you have
twelve players and attempts to fill out certain role types as a result,
this one uses pools based on role alignment. If you start with eight
players, you just might end up with four wardens, two thoughtfeeders,
and double clowns.
Every 3rd player is chosen as a random mafia member. The 5th and 6th
roles are neutral disruptive and a random neutral role respectively.
Everyone else is a random townie.
I believe this formula is sufficient to create a playable experience
with 5+ players. It can't start at any less than three, as the game
would auto-resolve instantly. The setup won't be pretty, but it's better
than no mafia game at all.
## Why It's Good For The Game
Now you can play mafia without the strict 12-player requirement! Gives
some opportunity for players to get acquainted with roles, the gameplay,
and the mafia panel in a lower-seriousness environment than a standard
12-man game.
If the ratio of early start voters required to start needs adjusting,
that can be done.
## Changelog
🆑 Rhials
add: You can now vote to start a Mafia game early. If over half of the
current signups vote (And you have three or more players) you will
immediately start a game with a slightly adjusted set of roles.
admin: You can now force a mafia game to start in the admin options
panel.
/🆑
* Mafia games can now be voted on to start early, forced to start early by admins
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Strays away from GLOB.machines when possible (#71100)
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
* Strays away from GLOB.machines when possible
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes runtime preventing mafia from starting if a player disconnects during signup. (#70513)
* Fixes runtime preventing mafia from starting if a player disconnects during signup.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* OpenDream Cleanup Pass (#67036)
OpenDream can detect BYONDisms that BYOND or SpacemanDMM miss. This PR fixes all of the issues it found in TG. Each change is explained in code comments below.
* OpenDream Cleanup Pass
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
* fixbatch 1
* fug
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Fixes the HoS in Mafia Not Being Able to Cancel Their Ability (#63926)
IDK I haven't tested it as I'm committing it so if you see this commit in the PR then it works but if you don't then it didn't work. Funny how that is.
* Fixes the HoS in Mafia Not Being Able to Cancel Their Ability
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Revert "Revert "[MIRROR] Refactor area and turf lighting (#7775)" (#7902)"
This reverts commit 64c4c52d12.
* This should probably fix it
* I love linters
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Makes mafia roleblocks actually end (#59673)
Fixes a bug where if you were roleblocked one night by a lawyer in mafia you would be roleblocked FOREVER by adding a single missed character ~
* Makes mafia roleblocks actually end
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Plasmaman won't burn or breath in Mafia/Highlander instead of being transformed into a Human. (#56501)
NO_BREATH and NO_FIRE are added to Mafia/Highlander players and
plasmaman there won't be turned into Humans.
Also shifts Ashwalkers above Ethereals and under Lizards in human.dm
just too keep it in a pretty order.
* Plasmaman won't burn or breath in Mafia/Highlander instead of being transformed into a Human.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Revives old Mafia PR adding security, a mind bogglingly large amount of refactors, some documentation, and other niceities (#56199)
* Revives old Mafia PR adding security, a mind bogglingly large amount of refactors, some documentation, and other niceities
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Mafia achievements can no longer be earned in debug games (#53446)
* Mafia achievements can no longer be earned in debug games
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Refactors area stuff (#52751)
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more
* Refactors area stuff
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* new roles
* Madness rename
* hop judgement override
* hop vote fixed, travis happy
* hop fixed
* Update code/modules/mafia/_defines.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
* highly experimental random setup system
* hop cannot reveal before any voting is possible, lmao
* this shit actually works lmfao
* removes forced_setup, nightmare detection immune
* whoop
* removes setups!
* OK, finally kind of done with all this minus the incoming reviews
* adds hop's ability to their text, removes old var
* bundle?
* Update tgui.bundle.js
* role fixes (roleblock not working on a few)
* eep
* fuck
* potato's review
* Update tgui.bundle.js
* ffff
* bundle
* rohesie's review
* eureka
* updates doc, removes debug stuff
Co-authored-by: Fikou <piotrbryla@onet.pl>