Void ritual of knowledge should be of the void path. This fixes that.
Also adds a unit test to ensure all main paths are of the same length.
Funnily I think this was causing the main route calculations to be off, so the knowledge objective should be easier by one.
So this started out as a hard delete fix for the mansus link
Then I realized the mansus link was literally copy+pasted exactly the same code
And the reason why mansus link was hard-delling was because slime link used to hard-del and those were fixed but those fixes were never copied over
So in a fit of rage I refactored the slimelink to be a component, datum/component/mind_linker. Raw Prophets and Stargazers use it.
I'm not 100% certain on some of the methods used but it works? It works.
I was fucking deranged when I originally made this. I not only didn't actually include the assigned species to the uplink's ui data, but I made the code add each objective item to the uplink list twice. This fixes both of those problems, and makes it more readable.
Fixes a mistake I caused.
Closes#64806 (Species-Restricted uplink items don't appear)
Role-restricted and species restricted items can be purchased again.
Species-restricted items no longer appear in surplus.
About The Pull Request
This PR seeks to revamp heretic in it's almost entirety.
Closes#58435Closes#62114Closes#63605
image
Gameplay changes:
The heretic no longer starts with a Codex Cicatrix or a Living Heart.
Heretics now draw transmutation runes by using any writing tool while having Mansus Grasp active.
The Mansus Grasp can be used to remove heretic runes.
Draining influences can be done with "right click".
While draining, people who examine you may get a message hinting that you're interacting with an influence.
Drained influences can also be dispersed with anomaly neutralizers!
The Codex Cicatrix is now a researchable item that lets you gain additional knowledge from influences.
The Codex can still draw and remove runes, and does it faster.
The Living Heart is now the heretic's heart. Literally. It's the heart in their chest. Their heart takes on the appearance of a living heart, and they can pulse it on demand to track their targets. This makes an audible noise.
If your heart is lost (you're disemboweled or whatever), you need to do a ritual to regain it!
Casting any heretic spell (besides Grasp) requires a Focus.
A Heretic Focus is a neck item they can transmute.
Heretic robes also function as a focus when toggled up.
Ascending also disables the need for a focus, because of course.
Heretics now gain 1 knowledge point passively every 20 minutes.
Sacrificing has been revamped entirely.
A heretic now gains four sacrifice targets on spawn.
One random crewmember
One member of their department
One member of security
One member of command (a "high value" sacrifice)
You can sacrifice people who are in in soft-crit, hard-crit, or dead.
Sacrificing someone will cuff them (if they are not), HEAL them, revive them, and set them unconscious. After a short time. they will be sent to a shadow realm. This shadow realm is themed to your heretic type.
The shadow realm is a 2 minute long survival challenge where the sacrificee is subject to a constant barrage of shadowy hands.
If they survive, they are teleported back to a random turf with no memory of how they got there. They'll also slur a TON to get the point across.
If they die, their corpse is teleported back to a random turf on the station.
No more multi-hearting! Your targets are your own.
BUT adds a knowledge that allows heretics to reroll their sacrifice targets with a ritual.
Each path now has a "Rituals of Knowledge". These are randomly generated rituals that may be difficult to complete but awards knowledge points in return.
Ascending now has some requirements.
To learn the ascension ritual, you need to complete all of the objective you are assigned.
The ascension ritual now each have a varied requirement, instead of "needing 3 bodies" only.
Other minor gameplay changes:
Lots of balance tweaking.
Buffed some summons.
Buffed the Lord of the Night very slightly.
Nerfed the Madness Mask.
Put a limit on the amount of blade transmutations possible at once. 3 for flesh, 2 for other paths.
Logs of BUG fixing.
Rust Grasp is now based on right click for surfaces instead of combat mode.
General grammar and flavor tweaks a ll around.
Admin / code changes:
Revamped the way heretics appear within the traitor panel.
You can now easily see who they're targeting for sacrifice and what they have researched
Also adds some helpful buttons to heretics, like giving them points!
Refactored much, much of heretic code
LIKE ALL OF HERETIC CODE WAS IN 4 FILES.
Split up all the knowledge, spells, and items that belong to the heretic into their own files and folders.
Not only that, but everything internally was still named "Eldritch Cultist" and similar.
Almost every mention of "Eldritch Cultist" has been properly replaced by "Heretic".
Much better reference handling all around.
General code improvements over heretic stuff.
Unit tests, because of course.
Todo
Sprites for the focus
Look at adding 1-2 other objectives prior to ascension. Theft? Special rituals? ("Rust [x] tiles to be able to ascend")
Why It's Good For The Game
Okay but why?
Heretics are not in a good place at the moment, this much is clear. They've been completely disabled on MRP for this reason.
The reasoning is simple: A lot of murder.
There's nothing inherently wrong with an antagonist heavy with murder, but the Heretic really missed the mark.
Gib, gib, gib, then ascend so you can keep killing.
In the background, the Heretic was FULL of flavorful spells, rituals, and "lore" stolen from Cultist Simulator that was unfortunate enough to be shackled to the heretic's gameplay loop.
So, this revamp aims to amend that:
Dial back the heretic's focus on mass murder and put more focus on the heretic's interesting flavor.
Spooky maintenance rituals, knowledge seeking maniac.
Sacrifice no longer outright kills / requires murder, meaning a heretic can progress without racking up a bodycount.
Influence is gained passively over time, so they can spend influence on more interesting side paths.
Side paths are required to progress to ascension, so they're encouraged to explore new things.
Ultimately, while there still may be a little way to go, this PR seeks to take a good leap in starting it.
Changelog
cl Melbert
add: Large scale heretic revamp!
expansion: The Codex Cicatrix is no longer a roundstart heretic item. Research is handled through their antag info UI. Rune drawing is done by using a writing tool with Mansus Grasp active in your offhand. The actual Codex is an unlockable ritual item now.
expansion: The Living Heart is no longer a roundstart heretic item - their actual heart now becomes their Living Heart, and it makes a sound when triggered. Losing your heart (being disemboweled) will require you to do a ritual to regain it.
expansion: The Hereic Antag UI has been overhauled, and now hosts much of their mechanics as well as providing some helpful tips for newer players.
expansion: Most heretic spells now require a focus to cast. All heretics can make a basic focus necklace, and some heretic equipment also functions as a focus. (Credit to Imaginos for the focus sprite!)
expansion: Heretics now passively gain +1 influence every 20 minutes.
expansion: Heretic sacrificing has been reworked. You can now sacrifice people who are in soft crit or weaker. Sacrificing someone heals them, cuffs them, and teleports them to the SHADOW REALM, where they must dodge a barrage of hands to survive. Survive long enough and you return without memory - die, and your body will be thrown back.
expansion: Heretics now have a few new rituals, including the Ritual of Knowledge, a randomly generated ritual that awards knowledge points.
expansion: Heretic ascension now has a few requirements - you must complete your objectives assigned to you prior to learning the final ritual, and all the final rituals have been changed a bit!
qol: Using the Heretic's Mansus Grasp on surfaces (EX: Rust Grasp) now works on right-click, instead of combat mode.
qol: Used heretic influences can now be removed with a Anomaly Neutralizers.
balance: Some heretic rituals are now limited in the amount they can make. You can only have up to 2 heretic blades crafted at once (3 if you are Path of Flesh).
balance: The Lord of the Night has been buffed to be a little scarier. Did you know the Lord of the Night can eat arms to regain body parts and heal?
balance: Buffed some heretic summons - mostly their health pools.
balance: Nerfed the heretic's Mask of Madness. It can no longer infinite stam-crit you.
balance: Nerfed the heretic's ash mark.
balance: Nerfed a bunch of on-hit-heretic-blade effects. Many effects only apply on mark detonation now: Void blade silence, flesh blade wounds, ash blade gasp cooldown refund.
fix: Fixed quite a few bugs and unintended behaviors with heretic code.
refactor: Refactored and improved much of Heretic code. Improved the file structure dramatically.
admin: The heretic's traitor panel has been beefed up a bit.
/cl
About The Pull Request
Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list.
Also adds another argument to specify whether to remove falsey values after the typecache is generated.
Why It's Good For The Game
Might make zaps slightly faster???
Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
I found out on the icebox map, roughly a week or two ago, that the camera mob couldn't be moved to the other station leveleven before the core was placed. I believe this to be an oversight, which is why this PR has been made.
Sentient diseases also suffer from a similar issue while on the host selection stage, so I'm fixing that too.
EDIT: Someone pointed out that revenants (and other mobs with incorporeal movement) don't ignore turfs and obstacles when moving vertically, so I have added a few lines to living/can_z_move to hopefully fix that.
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
deletes the elite armor booster module, instead the elite syndie suit has some armor by default, with the rest being filled by the standard armor booster
makes welding protection a part of armor booster, removes it from nukie suits since they have armor booster
adds new towering sprites, here you can see the space mode and combat mode
Fixes the span of cult de-conversion text.
span_warning was completely overtaking the purple that normally comes with de-conversion text, which was very easy to confuse. Removes the span_warning.
Removes the duplicate definition of /datum/antagonist/cult/on_removal(), since i'm here.
About The Pull Request
Lowers TC rewards for assassination objectives, steal and destroy item objectives.
Makes it so that when you take the battlecruiser final objective, you become a battlecruiser ally and can assist with nuking the station.
Moves the elite syndicate modsuit from the nukie uplink to the traitor uplink at a high cost and high progression cost.
Adds new uplink items that cause station-wide blackout and telecommunication disruption temporarily.
Why It's Good For The Game
People can get an enormous amount of TC by completing these infinitely available objectives, and because of an oversight with the 'steal item' objective in regards to how much TC it rewards, they were worth a lot more TC than they should've been.
The battlecruiser objective changes have been made so that the traitor feels more involved with the battlecruiser they've summoned and can assist them with the nuke.
The new uplink items have been added so that there is more lategame gear that a traitor is able to purchase, as lategame traitor items are lacking right now. The elite syndicate modsuit gives traitors the opportunity to protect themselves during lategame engagements with security or other forces which could prove to be a threat when performing anything deeply antagonistic, like blowing up parts of the station in space.
Changelog
cl
expansion: Final objective battlecruiser will now make you a battlecruiser ally, giving you the nuke codes and making it obvious to other battlecruiser members that you are one of them.
expansion: Added telecom disruption and blackout purchases for traitors to purchase, and moved the elite syndicate hardsuit from the nukie uplink to the traitor uplink as a high progression cost item.
balance: Rebalanced TC rewards from assassinations to be less, and lowered TC rewards for plentiful objectives.
balance: Lowers the progression reward of assassination objectives.
/cl
About The Pull Request
Bounty Hunters can now be called as ERTs, to which they will spawn at centcom with proper access. Also, the bounty hunters now get flame ids, because they think they're that cool.
Why It's Good For The Game
Bounty Hunters are really fitting for admin erts, but I never bothered to throw them in until now. Also, it was a good opportunity to fuck off with all that id label BS
Changelog
cl
admin: Bounty Hunters can now be called via admin ert
expansion: Oh, and they have cool flame ids as well!
/cl
Purified shades now get converted to shades (mainly name & icon change) if they get converted to cult
Using twisted construction on a non-cult soulstone now makes it a cult soulstone (including converting any shade inside to a cult shade if any shades are inside)
Fixes a bug found during testing where soulstones with a shade that has been recaptured would say "soulstone: Shade of Shade of [NAME]", caused due to real_name already being "Shade of [NAME]".
Purified shades now show who they were prior to being captured.
Moves hot/cold checks to the fire locks
Makes detection due to above only close the affected Fire Lock and its neighbors (via merge code stolen from tanks)
Fire Alarms still can lock an area down if clicked by a user, right clicking is now the reset function. Resetting also resets all Fire Locks closed by their own detection.
Gives Fire Locks an overlay of lights that display the reason it closed (Orange for Hot, Cyan for Cold, White for unknown/Fire Alarm Pulled)
Emagging a Fire Alarm now emags all Fire Locks in the area, which accomplishes the same effect as before (disables atmos monitoring). Pulling a Fire Alarm will make emagged Fire Locks in the area display a corrupted warning light pattern, making finding and replacing emagged Fire Locks somewhat easier.
Silicons can disable atmos sensors in an area by CTRL-Clicking a Fire Alarm, much like before. but now the Fire Alarms in the area will change their sprite to hint at this (the normally-green light will turn off).
Makes a breach or fire not cause Fire Lock Hell anymore. Only the Fire Locks facing an issue will tend to close, leaving the rest of the area mostly unaffected.
This needs some work done to make it detect based on edges, but it's a decent enough start to live with if we're all killed by meteors (Lemon)
Standardizes the two functions of hacking the communications console between ninjas and traitors. The code was copy pasted for some reason.
Adds in 3 new options for hack results, resulting in 4 total:
If there are >4 ghosts and the map is in space, it can summon Pirates
If there are >6 ghosts and the map is in space, it can summon Fugitives
If less than 20% of the players are ghosts, it can inject 1-3 Syndicate Sleeper Agents into the crew
Lastly, it can flat inject 15 threat into the round. (the "default" option)
Fully refactors boomerang behavior to work as a component, so that a thrown boomerang will return back to it's thrower if within range. More than anything this modularizes the behavior for the backend,
Planting a bug down in a room will transfer the fibers and prints from the held bug to the placed bug
Adds some warnings for newer players that they may be leaving fingerprints, and lets them know how to deal with it
Puts in a missing doc comment
Docced + better var names for old helpers
In order to count as "secured", a nuke disk now must either be on a player with a client, or pulled by a player with a client (so that borgs can secure disks).
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone