* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
* Fully removes devil and affiliated shitcode
* weh
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Admin controlled shuttles improvements (#53237)
This PR improves options for admin controlled shuttles - all shuttle controls can be admin-locked, and players must request authorization so the shuttle can move or for controls to unlock. Before this PR, authorization request always redirected admin staff to control the CentCom ferry, even if request came from a shuttle elsewhere, which was a little odd.
Authorization request will now properly prompt the staff to control that specific shuttle, and now they also have quick option to unlock/lock the shuttle. Could come handy in events to restrict player movement.
Last change, escape pods no longer start as admin controlled, as they cannot be launched without atleast code red anyway. They instead properly state they are just locked.
* Admin controlled shuttles improvements
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* Fix admin shuttle adjust anoucement times (#53172)
* Fix admin shuttle adjust anoucement times
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Changing how fast the emergency shuttle arrives now gives a more accurate estimate (#53129)
* Changing how fast the emergency shuttle arrives now gives a more accurate estimate
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds an admin force wardec button to the antag panel. (#52967)
If nukies have spawned, the war button exists and war has not been declared, the check antag panel now has a button to force war. This bypasses the crew and time limit. Made by admin request.
* Adds an admin force wardec button to the antag panel.
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* CentCom Galactic Ban DB: Bigger and Better Edition (#52588)
Admins will now be able to look up a player's bans from several other servers via the player panel.
My hope is that porting this to as many servers as possible will encourage more servers to make their bans publicly viewable so they can be included in this system. Direct access to a server's database is not required (or even supported).
Supported servers:
BeeStation
/vg/station
OracleStation
FTL13
Fulpstation
TGMC
Planned support (WIP):
World Server
Yogstation
Halo: SSE
Any other server willing to make their bans publicly visible.
API: https://centcom.melonmesa.com
Source: https://github.com/bobbahbrown/CentCom
Changelog
cl ike709 and bobbahbrown
add: Admins can now see your bans on (some) other servers.
/cl
* CentCom Galactic Ban DB: Bigger and Better Edition
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* CentCom Galactic Ban DB (#52519)
* CentCom Galactic Ban DB
* Sanitize and config
* Apparently TG has a http_request datum
* Tweaks
* An excellent suggestion
* Turns out BYOND is better at JSON parsing than I thought it was
* Fun fact: 4 out of 5 UIs don't bother to do this
* CentCom Galactic Ban DB
Co-authored-by: ike709 <ike709@users.noreply.github.com>
WIP overlays
icon upd8
more
need to figure out whats going on with extractionpods
compile
the icon update
more!!
why are skillcapes broken
boat lmao
seethrough fix
Second drive-by
Code cleanup and improvements
Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups
do the impossible see the invisible
new effect booster pack
MFW MRW Linter fail
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl
Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.
Also updates rust-g to v0.4.5:
Improved Linux .so detection
Perlin noise functions
Also updates Travis script to bionic.
* 10K hours
60,000 minutes
hahah
sure if you want a trailing newline i can do that
default cloak gets default skill
lazy list and no equip good
necessary ig
Update code/datums/skills/_skill.dm
Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
Update code/datums/skills/gaming.dm
Co-Authored-By: Angust <46400996+Angustmeta@users.noreply.github.com>
WIP PDA skill monitor program
hacky fixes till i refactor skills
refactors skills a bit, adds admin skill edit menu
If you have a failing, it's that you're always demanding perfection
...IF you have a failing
i think that's it for the admin skill manger
appeases lord flord
bruh
level names
FUCK!!
unga
Update code/modules/vehicles/vehicle_key.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/topic.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Update code/modules/admin/skill_panel.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Apply suggestions from code review
frick
Co-authored-by: Rohesie <rohesie@gmail.com>
EOL and dumb spaces
more rohsie bait
tgui: Query Windows Registry for BYOND cache directory
hell yeah brother
update tgui and dmi
CLRF and bat file
typo ig
* tgui and new janicloak that i accdiently changed on another branch
* jani
* gamer cloak
* trim trailing whitespace
* tgui
* bruh
* variable renaming
An almost complete rework of how creating polls, their data and voting on them is handled.
Instead of repeatedly querying for poll data, running polls are loaded at runtime into poll_question and poll_option datums that stores all the needed variables for both. This datum is then used for creating, editing and accessing poll data. The database is only contacted when saving changes or votes.
Creating polls and options is now done with a html window instead of a series of popups akin to how the banning panel works. The form data is parsed and error-checked before passing to be saved.
This is done in two stages, first time a poll's details are entered and it must be initialized (created as a datum) before options can be added and all of both are saved to the database. Instructions about how this work are shown on the poll creation window.
A new field for polls has been added, subtitles, which is text only shown when a poll is opened by a player instead of on the list of polls. Intended so the actual question text can be kept to only a name and important information about a poll goes in a subtitle.
All polls can now have revoting enabled on them.
Polls can have a starting datetime specified, this can be in the past but why would you do that?
Polls and options can be edited once created, excluding the type of a poll. Doing so will by default clear all existing poll votes. Votes can also be cleared by a button.
The handling of how votes are processed has been adapted for the datum system but is on the whole not functionally that different aside from poll validation not being roughly copypasted across each poll type's vote proc
All poll tables now have a deleted column for retaining 'deleted' data.
poll_question has also gained the columns created_datetime, subtitle, allow_revoting, their function explained above, and a change of idx_pquest_time_admin to idx_pquest_time_deleted_id.
A stored procedure set_poll_deleted has been added. This is called when setting a poll as deleted to avoid needing 4 separate queries from the server or one fairly long 4-way joined
Create Poll verb is renamed to Server Poll Management
* makes cult sexy
* turns cult sprites into sex
* gurgr
* hola
* final commit maybe
* FUCK
* shit
* a
* walla walla bing bong
* man fuck
* i didnt even know you could do this wtf
* new sounds from actioninja
* ahoy spongebob
* yeah
* bazinga
* should be finished
* oops
* demos (ported from yogstation)
rustg update + write with no format
use external hook for logging
use proper log vars
fix + clarifying comment
don't start the log
release build of rust-g
fix something caught by the lint
Update code/__DEFINES/subsystems.dm
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
moves hooks out of a dedicated file
len = 0 to Cut(), remove semicolons
untyped loop
* updated rust_g
* 513 updates
* Unicode support Part 2 -- copytext()
This is the transition of all copytext() calls to be unicode aware and also some nearby calls in the same functions. Most things are just replacing copytext() with copytext_char() as a terrible character limiter but a few others were slightly more involved.
I replaced a ton of
````
var/something = sanitize(input())
something = copytext(something, 1, MAX_MESSAGE_LEN)
````
with a single stripped_input() call. stripped_input() already calls html_encode(), trim(), and some other sanitization so there shouldn't be any major issues there.
This is still VERY rough btw; DNA is a mess, the status displays are complete ass, there's a copytext() in code\datums\shuttles.dm that I'm not sure what to do with, and I didn't touch anything in the tools folder. I haven't tested this much at all yet, I only got it to compile earlier this morning. There's also likely to be weird bugs until I get around to fixing length(), findtext(), and the rest of the string procs.
* Makes the code functional
* Assume color hex strings are always # followed by ascii.
Properly encodes and decodes the stuff in mob_helpers.dm which fixes some issues there.
* Removes ninjaspeak since it's unused
Adds the "Play Direct Mob Sound" for (b)admins to enjoy. Pick a sound and a mob, and only the chosen mob will hear it. Button also available in the player panel.
Happy admins happy life
Agendered spessmen are no longer highlighted on the (?|F) more info
thing. Also deletes a useless list in preferences file I forgot to
remove a while ago.
* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
About The Pull Request
Adds cancel buttons to input boxes that didn't have them before.
Why It's Good For The Game
Good UX.
Changelog
cl
add: More cancel buttons.
/cl
About The Pull Request
Port the dynamic gamemode from /vg/.
(Really bad explanation of the mode incoming.)
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult (you can have up to three roundstart rulesets depending on the pop and threat level), and then there are latejoin and midround rulesets which basically do what they say (latejoin ruleset assigns late joining player as an antagonists and midround assigns ghosts or a currently alive player as an antagonist)
Why It's Good For The Game
This increases the chances of people getting their important antagonist role and makes rounds more interesting (when cultists gets their hand on wizard's magic) when everything can happen at the same time (cult, wiz and traitor could happen on high threat level).
Changelog
cl
add: Ported dynamic mode from /vg/, originally made by DeityLink, Kurfursten and ShiftyRail
/cl
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.
So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.
For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).
Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog
cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
Changelog
cl Naksu
admin: "Spawn reagent container" verb has been added to the Debug tab. It can be used to spawn reagent containers and grenades with fully customized contents.
/cl
* fixes secrets topic check_antagonist
* removes code related to check_antagonist topic that doesn't work or does nothing
* changes the name of the button in the secrets panel
* removes old secrets panel topic check_antagonist
* player panel antag button no longer relies on secrets topic
* player panel antag button no longer relies on secrets topic
* readds something i shouldnt have removed
Now you can set the mode after the round starts, to be saved as the
default for next round and on
Otherwise you can now choose rather or not the mode change is for the
current round only or saved as the new default mode.