* Renews a bunch of old roundend new reports that got lost. Plus, some roundend report QoL for cult and revs. (#71284)
A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).
Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.
Some of these reports are dead, which is is a shame because I think
they're cool and fun.
🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑
* Adds support for Rulesets having intrinsic template requirements (#72339)
Title
Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them
This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong
This should not be player facing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes vulerabilities in The Syndicate's security software (#72430)
Fixes#72420🆑 ShizCalev
fix: Crew AIs can no longer interact with ANY syndicate machinery (ie
shuttle computers, buttons, ect.)
fix: Crew AIs can no longer attempt to track mobs on the syndicate base
to determine the gamemode.
/🆑
* Fixes vulerabilities in The Syndicate's security software
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* The nuke ops base begins lazy loading as soon as the first hijack stage is completed so as to avoid upwards of 30 second delays on the shuttle docking after the timer hits 00:00 due to server lag. (#72244)
## Why It's Good For The Game
Just got out of a manuel round where we were stuck on a shuttle at 00:00
for like 30 seconds because of the lazy loading being way, way too slow.

Note that this doesn't fix the fact hijack greentexts don't work due to
the lazy loading being off the CC Z-level, by the way.
## Changelog
🆑
fix: The nuke ops base begins lazy loading as soon as the first hijack
stage is completed so as to avoid upwards of 30 second delays on the
shuttle docking after the timer hits 00:00 due to server lag.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* The nuke ops base begins lazy loading as soon as the first hijack stage is completed so as to avoid upwards of 30 second delays on the shuttle docking after the timer hits 00:00 due to server lag.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Changes our map_format to SIDE_MAP (#70162)
## About The Pull Request
This does nothing currently, but will allow me to test for layering
issues on LIVE, rather then in just wallening.
Oh also I'm packaging in a fix to one of my macros that I wrote wrong,
as a joke
[removes SEE_BLACKNESS usage, because we actually cannot use it
effectively](c9a19dd7cc)
[c9a19dd](c9a19dd7cc)
Sidemap removes the ability to control it on a plane, so it basically
just means there's an uncontrollable black slate even if you have other
toggles set.
This just like, removes that, since it's silly
[fixes weird layering on solars and ai portraits. Pixel y was casuing
things to render below who
shouldn't](3885b9d9ed)
[3885b9d](3885b9d9ed)
[Fixes flicker
issues](2defc0ad20)
[2defc0a](2defc0ad20)
Offsetting the vis_contents'd objects down physically, and then up
visually resolves the confliciting that was going on between the text
and its display.
This resolves the existing reported flickering issues
[fixes plated food not appearing in
world](28a34c64f8)
[28a34c6](28a34c64f8)
pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just
use pixel_z for this
[Adds wall and upper wall plane
masters](89fe2b4eb4)
[89fe2b4](89fe2b4eb4)
We use these + the floor and space planes to build a mask of all the
visible turfs.
Then we take that, stick it in a plane master, and mask the emissive
plane with it.
This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we
only shift fullscreen objects if they don't object to it.
[compresses plane master
controllers](bd64cc196a)
[bd64cc1](bd64cc196a)
we don't use them for much rn, but we might in future so I'm keeping it
as a convienince thing
🆑
refactor: The logic of how we well, render things has changed. Make an
issue report if anything looks funky, particularly layers. PLEASE USE
YOUR EYES
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Changes our map_format to SIDE_MAP
* Modular!
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)
posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)
* 3/4ths-ify some wall mount sprites (by Kryson and Viro)
* DON'T INCLUDE FUCKING OVERRIDES IF THEY DON'T DO ANYTHING HHHNGH MY CI IS FAILING CODERS
* FUCK
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* quick reorder
* nakamura part 1
* nakamura finished maybe
* blacksteel does not actually make black steel
* renames the folder, special metals part 2 for blacksteel
* WHERE WE PLAY NOTHING BUT ROCK, ROCK, AND MORE ROCK
* file pathing
* blacksteel done
* nri surplus start
* interest stuff, company flags, nri surplus completion
* deforest medical
* theres gonna be multiple nakamuras actually
* donk co
* the prices are behaving strange
* those are a tad expensive
* im so confused
* ticks the other companies to see if maybe they're responsible
* also maybe that?
* on jod bro they just needed to all be the same name
* kahraman mining tools
* nakamura tools
* nt-bolt defense equipment
* the two g*n companies
* ammo company
* good lord what is happening in there
* STOP TALKING ABOUT GUNS, IM TIRED OF HEARING ABOUT IT
* hopefully the last few bits of gun-centricity (i don think that's a word
* price adjustment
* changes what can be a freebie
* those should be the other way around
* well that'd just make the descriptions incorrect now would it
* 1st batch of changes
* pt2
* oopsies (makes every test fail)
* then king minos told me "DIE" and I was like 💀
* some of those things could cause problems
* they even spelled asbestos wrong
* ultrakrill (funny)
* i hate this dumbass """"""advanced"""""" ammo box thing
* nakamura was a bit hard to get interest from
* not much a fan of how interest goes down
* those mod cores should be cheaper
* again fuck this stupid ''''''''advanced'''''''' ammo box shit
* price adjustment
* misinput
* Update accretion_incompatibility.dm
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Adds two new whiteships, the "Personal Transit Shuttle" and the "Obelisk" (#71093)
* Adds two new whiteships, the "Personal Transit Shuttle" and the "Obelisk"
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* [MDB Ignore] Corrects Automatic Shuttle Boundary Generation (#71220)
When you load a map template, it does many things before considering
itself finalized.
One of these steps is to iterate over all the loaded items and
initialize/process them.
Unfortunately because a shuttle setups the bounds after
initTemplateBounds is called, the mobile docking port ends up being
initialized before the bounds are actually setup correctly.
The solution to this is to explicitly ignore the mobile docking port,
and have it initialize immediately after calculating the bounds.
* [MDB Ignore] Corrects Automatic Shuttle Boundary Generation
* arrivals shuttle
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines (#69793)
* Makes engines machines instead of structures
* Updates the maps
* Fixes boards and anchoring
* Removes 2 unused engine types
Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.
* Don't use power (since shuttles dont have)
Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.
* re-organizes vars
* deletes deleted dm file
* Slightly improves cargo selling code
* Renames the updatepaths
* Removes in_wall engines
I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines
* should fix that
* THEY. REMOVED IN WALL ENGINES. THE BASTARDS.
* common mining shuttle
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Removes ghost check for battlecruiser objective and fixes players being able to roll it multiple times in a row (#70194)
Removes the ghost check for the battlecruiser objective
Fixes the same player being able to reroll battlecruiser
* Removes ghost check for battlecruiser objective and fixes players being able to roll it multiple times in a row
Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com>
* Illiterate human-like mobs can send shuttles to a random destination + refactors snowflake checks on the shuttle consoles
* update modular
* and undo unnecessary arrival shuttle edit
* Fixes the stuff that didn't compile :)
Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes emergency pods not working (#69892)
* Fixes emergency pods not working
* ``get_control_console()`` currently doesn't work because it's runtiming instead of properly finding the shuttle computer, which would cause pod's request() to return and call parent, but parent handles sending the pods off, so I fixed it by not calling parent if they didn't have a console, and also fixed it finding its console.
* wtf emagged shuttles can just go?
* replaces || with &&
* Fixes emergency pods not working
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes inconsistencies in engine thrust (#69826)
current_engines and initial_engines were actually their thrust power, which I was unaware of because of undocumented vars.
I renamed the, documented them, and fixed them.
* Fixes inconsistencies in engine thrust
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds fax machines to the supply shuttle blacklist (#69766)
Fax machines being present on the supply shuttle creates a risk that there may be ways to send other blacklisted items to CentCom in order to gain access. The neatest and safest solution to this broad realm of potential exploits is to keep the fax machine from being able to get there in the first place.
* Adds fax machines to the supply shuttle blacklist
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.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>
* [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>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Removes the code for four removed gateways (#68038)
* gets rid of the four axed gateways's code - Wizard Academy, Challenge, Space Battle, and Wild West.
* Removes the code for the four removed gateways
* WWSR removal
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>