* "What are you in for?" Prisoners can now select their capital offense. (#69446)
New preference, like security department, but for prisoners. They can pick why they're in prison, and they'll get a record about it roundstart.
Classified and Other are for people who want to build their own background, that none of the options currently fit.
Current options:
Abhorrent Criminal Negligence = Incompetently risked numerous lives.
Attempted Development of Cloning = Attempted illegal research in the cloning sphere. Cloning, cloning construction, and cloning-related R&D was outlawed in 2560.
Attempted Murder = Attempted to maliciously kill someone.
Classified = Consult Legal.
Corporate Espionage = Conducted espionage against Nanotrasen for commercial purposes.
Counterfeiting = Engaged in widespread fraud.
Enemy of the Corporation = Acted as or knowingly aided an enemy of Nanotrasen.
Grand Sabotage = Engaged in malicious destructive actions seriously threatening Nanotrasen employees and or infrastructure.
Grand Theft = Stole items of high value or sensitive nature.
Identity Theft of High-Ranking Figure = Impersonated a high-ranking figure.
Murder = Maliciously killed someone.
Mutiny = Attempted to overthrow/subvert Chain of Command.
Other = Consult Legal.
Tampering of Artificial Intelligence = Uploaded malicious negligent or otherwise blacklisted directives to an Artificial Intelligence.
Worship of Blacklisted Deities = Practiced worship of blacklisted deities.
* "What are you in for?" Prisoners can now select their capital offense.
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Monkeys no longer "don't seem like themselves" (#69453)
A feature originally intended to make it clear to others when a player was being controlled by an AI, made no sense as soon as monkeys became a human subtype 2 years ago. This is solved by the implementation of a non-player species var, which can be applied to monkeys to suppress this text, without also then creating the cationic examine line as long as they have an AI controller.
* Monkeys no longer "don't seem like themselves"
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Fixes runtime when throwing held simplemob (#69272)
The first step (after validation) of throwing an object is to place it on the ground.
Placing a "mob holder" object on the ground causes it to release the held mob and delete itself.
A runtime would then occur as you tried to throw something which just deleted itself.
I overrode on_thrown on /obj/item/clothing/head/mob_holder so that it calls release instead of dropItemToGround and returns the held mob instead of the item.
The result is that you can now walk around with a backpack full of mice and throw them at people, just like in real life.
* Fixes runtime when throwing held simplemob
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Ports rideable pigs from Aether (With changes to make them basic mobs) (#69248)
Adds rideable pigs from aether(With changes to make them basic mobs)
Pigs now drop pork, and you can cook it into pork chops.
* Ports rideable pigs from Aether (With changes to make them basic mobs)
Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
* Space Dragon Antag Datum Refactor Take 2 (#68988)
* Space Dragon Antag Datum Refactor Take 2
Space Dragon's antag datum and the mob has been separated, so it is now possible to have non-dragon space dragons, with customizable spawned mobs and factions.
* Space Dragon Antag Datum Refactor Take 2
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
* Makes `TRAIT_BOMBIMMUNE` a non-species trait (why was it a species trait no species used it whyyy) (#69313)
* Makes trait_bombimmune less dumb
* This cast is no longe necessary
* Makes `TRAIT_BOMBIMMUNE` a non-species trait (why was it a species trait no species used it whyyy)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds new mob helper for zones, get_random_valid_zone() (#69226)
ran_zone() returns all possible zones a mob CAN have, even if they've already lost the limb.
This can result in attempting to target bodyparts that do not exist, and requires additional sanity checking (and in most cases, coders typically just default to targeting the chest which is boring.)
This adds a helper that will now randomly pick from the zones/bodyparts that the mob DOES have, and return one of them. This'll allow a bit more dynamic functionality since you won't always fall back on the chest as a target.
cl ShizCalev
qol: Added a new mob helper complementary to ran_zone() called get_random_valid_zone(), which can only return zones/bodyparts that a mob DOES have.
/cl
* Adds new mob helper for zones, get_random_valid_zone()
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Pun Pun will not save the name "Unknown" to legacy data (#69274)
About The Pull Request
Fixes#69266
If Pun Pun were gibbed in a previous round and ended the next round either wearing a mask or husked, it would save their display name "unknown" to the ancestor data file rather than their real name.
* Pun Pun will not save the name "Unknown" to legacy data
Co-authored-by: Jacquerel <hnevard@gmail.com>
* AI improvements regarding taming and riding! (#69247)
* Cow AI improvevments and fixes for tamability and riding, no longer allowing you to grab the cow you're riding, and stopping AI cows from moving while being ridden.
* AI improvements regarding taming and riding!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* reset TG human_helpers, modularly overwrite proc's examines (and better)
* better DNR trait itself (wish this could be more modular...)
* ghosts that DNR ACTUALLY go DNR
* might as well make sure it can be undone cleanly
* idk if med_hud_set_status will actually change it but its MEANT to
* removes excess info (it's in the PR body itself now)
* Fixes Social Anxiety capitalization mid-sentence words (#69233)
Fixes social anxiety having auto-capitalization
* Fixes Social Anxiety capitalization mid-sentence words
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly (#68899)
* Splits up 'gross' food from 'carrion'
* Adds a couple of missed burgers.
Moths dislike Carrion rather than it being poison to them.
* BEES is now BUGS
* It's always safe and a good idea to use find/replace
* Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly
* Splits up 'Gross' food from 'Gore' and reshuffles taste preferences accordingly
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Kobun the breaddog (#68906)
Adds third kitchen craftable animal - Kobun the bread dog. Currently we have Keeki the cak and Terrygold the butter bear. Keeki is best friend of sec due to frosting and Terrygold seems like second clown with its slips, Kobun is designed as help to Psychologist due to powerfull mood aura. Mood granted by aura stays as long as you are within range of aura and when you step out is expires in 10 seconds. You can trade mood aura for a possibility of wearing Kobun as hat
We already have two crafting animals, one made out of cake and another out of butter so why not add another one made out bread? Kobun was made to help people with low mood by giving it mood aura that will bring them back onto their feets
* Kobun the breaddog
Co-authored-by: CursedBirb <47064429+CursedBirb@users.noreply.github.com>
* Fixes clownborg not fixing their flash (#69203)
Clownborg now calls parent on respawn_consumable, so they will now actually repair their flash like all other cyborgs. I additionally added SHOULD_CALL_PARENT to respawn_consumable to prevent this from happening again in the future.
* Fixes clownborg not fixing their flash
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds bear hugging! (#69168)
* Adds bear hugs to the game
adds a way of bear hugging your friends, also adds two new mood events,
a positive and negative bear hug mood event. (Negative only being
applied to those with the bad touch quirk)
* whoops + forgot to save this file
* first person not third
* Adds bear hugging!
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Fixes some issues with deafness & earhealing (#69136)
1- Replaces checks for deafness as a clothing trait, since clothing traits' have a ref to themselves in the source
2- Makes ear healing not NOT heal if you're above 0 ear damage, because that's the point of fixing your ears?
* Fixes some issues with deafness & earhealing
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* The Great Species Dedatumming 2: Makes external organs operable
* Fixes merge conflicts
* Partly fixes taur bodies (makes them external and use the mob sprite as their icon)
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes runtime when examining xenos (#69055)
* Fixes runtime when examining xenos
* john
* Fixes runtime when examining xenos
* Actually fixes the runtime in our code as well
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Replaces the mood component with a mood datum
* Fixes merge conflicts and updates all of our mood events to use the new mood datums
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* mime emote consistency update (#69127)
So, you're a mime main and you've just contracted a virus which makes you sneeze, wouldn't be a problem but gasp!, some TG coder 8,000 years ago only made it so you laugh and scream silently, not the other audible emotes, this PR aims to fix that.
* mime emote consistency update
Co-authored-by: 567Turtle <91508746+567Turtle@users.noreply.github.com>
* Species has custom brute/burn/cloning damage examine (#69029)
About The Pull Request
Different human species can now have different examine texts, allowing androids to not have bruising, and instead have denting, like a cyborg would.
Why It's Good For The Game
It's a little more customization to some species who don't exactly have flesh and bone to be bruised and burned normally.
* Species has custom brute/burn/cloning damage examine
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
* Fixes 118(give or take) cases of mapload not being passed to initilaize
* Fixes a lot (give or take) cases of mapload not being passed to initilaize
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* [GBP No Update] Perish, individual logging runtime
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Fixes monkeys trying to shove non-carbon mobs instead of biting them (#69058)
* Fixes monkeys trying to shove non-carbon mobs instead of biting them
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>