Commit Graph

447 Commits

Author SHA1 Message Date
coiax
c09947624f Move origin of chef CQC to skillchip (#56437)
One more intrinsic property of a job that has been moved to an
extrinsic, that won't likely affect many rounds, but now makes more
aspects "lootable".
2021-02-01 10:38:17 -03:00
Tristrian
a4a7cf03bf Adds missing duffelbags for some jobs and update their respective vendors and closets. (#56505)
add: Added duffelbags for Science, Botany, Virology, Genetics, Mining and Chemistry.
2021-01-30 19:36:00 -05:00
tralezab
c3d4797813 Improvements to Anon Names + Refactoring + Wizard Academy theme and event (#55935)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-01-23 12:11:22 -08:00
Mothblocks
3db9455b92 Revert "separates malf ai from traitor dynamic ruleset (#56090)" (#56197)
Reverts #56090

It literally does not do the one thing its supposed to #56192
2021-01-17 12:08:30 +13:00
Fikou
73e62267bb separates malf ai from traitor dynamic ruleset (#56090)
Separates malf ai from traitor so admins can treat it separately
2021-01-15 15:53:31 -05:00
EgorDinamit
369589c800 Gives CE an engineering skillchip. (#56082)
Literally gives CE an existing skillchip.
2021-01-11 22:26:00 -05:00
Mothblocks
a4c61a37ad [READY] A victory for revolutionaries will no longer end the round on dynamic, instead no new security and command will be allowed to join (#55956)
Currently, a victory for revoutionaries leads to the round abruptly ending on dynamic. This has been replaced by all revolutionaries being deconverted, and no new security or command positions being available.

Also attempts to unionize (pun intended) copy and paste code in the round start and late join revolutionary rulesets into being handled under the revolutionary team instead.
2021-01-12 01:52:40 +00:00
coiax
89eea73703 Rework job food/alchohol benefits into livers (#55721)
By moving the "special behaviour" of something like security officers
eating donuts, or engineers losing radiation by drinking Screwdrivers,
into traits on the liver, this makes the "origin" of that behaviour more
clearly defined, rather than something that's attached to the mind of
the person. (For example, now if a wizard mindswaps into a Security
Officer, they too can now digest donuts good.)

Having this behaviour be partially visible to the more medically
inclined members of the station (like doctors, and the chaplain for
"entrails reading mystic" themes), means that a dismembered liver tells
a story to those who know how to read it.

Some jobs have more "benefits" than others, for example the only thing
that the liver of a Quartermaster gives them is a sense of inadequacy
when consuming royal carpet.

Clowns having livers that honk make them easier to identify, and plays
into the retconned "bike horns are clown livers lore"? Also, why not cut
out a clown's liver then honk them with it? You monster.
2021-01-11 16:34:40 -03:00
coiax
2fcc642c81 Tweak the RD's suplexing ability into a skillchip (#55870)
Although this doesn't change the power level of the Research Director,
it's important to rework "job title" checks into traits or something
similar.

Moving job title specific behaviour out of checks by job name and into
traits means there's more flexibility to trigger behaviour. If an admin
feels the station really needs the ability, they can var edit it in, or
spawn the chip.
2021-01-10 13:56:50 -03:00
coiax
23e4ecd739 Move psychologist immunity from mind to skillchip (#55813)
Skillchips are neat, and this is the sort of "job-specific skill" that can remain job specific, but still gainable in the shift through in-universe means.

The logic behind the skillchip is that the supermatter is psychically sensitive, hence the hallucinations and headaches from looking at it and projecting the "correct mental aura" will help it calm down. But that is lore following mechanics.

Refactors skillchips to be able to automatically apply more than one trait.
2021-01-09 23:59:23 -03:00
Jordan Brown
fb0a1f6367 Merge pull request #55834 from coiax/k33p-th4t-d15k
Move disk verification into skillchip
2021-01-01 12:53:27 -05:00
necromanceranne
66e1ca1646 Clownlike creatures are now more consistent. #fix #honk #banana (#55603)
* Bananium golems can wear clown shoes and are clumsy. Clownlike creatures, including clowns, bananium golems and clown ops, heal from bananas and bananahonk. Clown Ops also don't understand death, like real clowns!
2020-12-31 18:17:46 -08:00
WarlockD
56345975ba The Great Radio Rework: NTNET Part 1 of many. (#54462)
Machinery networking refactor.
2020-12-30 21:54:34 +01:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
Jack Edge
3606b62033 Move disk verification into skillchip
🆑 coiax
tweak: The knowledge of nuclear disk serial numbers is now stored as a
skillchip installed in captains, death squad members and nuclear
operatives.
/🆑

Captain gone braindead, lost the pinpointer, and you need to work out if
a given disk is legitimate? Just cut out the skillchip from their brain,
and install it for knowledge of that horrendously long serial number.

---

Moving the TRAIT_DISK_VERIFIFER from an innate mind trait from the job,
to a skillchip allows for some more in-game methods to gaining access to
disk verification, including the chameleon skillship.
2020-12-30 14:31:44 +00:00
coiax
c794c313cd Refactor outfit skillchips (#55652)
* 🏭 Refactor outfit skillchips

- Skillchips now are on /datum/outfit, rather than /datum/outfit/job,
  since we may want other roles to start with skillchips in the future.
- Skillchips are now a list of types to install, rather than a single
  one.
- Traits for the deathsquad are now listed just below the deathsquad
  initial antag datum definition.

* Remove accidental debug testing code

It was not intended for janitors to start with engineering skillchips,
and a really weak lightbulb removing skillchip.

* Fix indentation of comment
2020-12-29 14:27:51 +01:00
coiax
78b415db20 Refactor supermatter proximity effects (#55653)
- Psychologists are no longer mistakenly told they have headaches
when near the supermatter.
- Immunity to supermatter hallucinations is now provided by a new trait
  `TRAIT_SUPERMATTER_MADNESS_IMMUNE`, provided by mesons, and being the
  Psychologist.
- The ability for Psychologists to cause the supermatter to act slightly
  differently (by turning pink, and having a higher minimum healing
  temperature) is now a trait, `TRAIT_SUPERMATTER_SOOTHER`, which
  currently only Psychologists get.
2020-12-22 16:12:37 -08:00
Fikou
904b4be143 fixes clarke internals access and gives cargo techs working mech internals access (#55463)
fixes clarke only being able to be accessed by scientists instead of cargo, science and engi like ripley
adds cargo mech internal access to cargo techs
2020-12-21 00:54:21 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
Jared-Fogle
80bb4cd03f New view tracked playtime menu (#54681)
* New view tracked playtime menu

* Put living/ghost in their own category
2020-11-03 03:43:17 +02:00
necromanceranne
6ae9d3856b Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
2020-10-29 00:22:18 -03:00
Fikou
e00e61f553 gives heads eva access and lowpop teleporter access (#54560) 2020-10-24 14:39:11 -07:00
Jordan Brown
94b076bd5a Out of repo maps part 1: JSON Improvements (#53663)
Replaces the map job changes code system with a JSON based one.
Added map versioning to the config JSON.
Formats map config JSONs.
2020-10-22 20:29:32 -03:00
ArcaneMusic
7eba7c4930 Arconomy: Civilian Bounty Redux and full replacement of cargo bounties. (#54029)
Alright, this is a functional rework for civilian bounties, which should serve a few purposes:

Cargo has a reason to actually keep working and stay within cargo.
Makes cargo bounties far more integrated into the round as opposed to being a static list of soft goals, being personalized to those who would actually do a bounty for the station.
Still make civilian bounties the prime, sirloin steak method for regular crew to make money.
So here's the 4-11:
Static cargo bounties have been removed, in favor of the new system of civilian bounties. That means that both the bounties app and the bounty console have been removed.

Civilian bounties have been buffed. They are no longer affected by inflation, but when your bounty is completed, you will recieve a "bounty cube". To receive the cash you would have received for the bounty (10% of the civilian bounty), that bounty cube must be shipped off the cargo shuttle, and using the magic of the price tag component, you make your cut, and cargo makes their 90%, ensuring that you'll actually see your money (for once!).

Civilian bounties are now independent of department budgets, in preparation for departmental purchases, so now you can more freely benefit from doing civilian bounties to buy things! (See #53881)

Non-mining cargo department crew now have fully randomized bounties, to give them stationwide goals for bounty hunting.

As an added benefit, the icon for bounty cubes basically screams value, so hopefully crewmembers will see it and instantly think to sell it.
2020-10-22 20:03:04 +03:00
Ghom
8eb866fee3 SSeconomy/var/bank_accounts is now an association list of account identifiers and datums for O(1) performance (#54430)
Title. Also added some precautions to bank_account/new() and the crab17 gear.
The fact the majority of functions pertinent to the bank_accounts list was O(n) disquieted me.
2020-10-18 20:47:06 -03:00
ArcaneMusic
1b7189d63d Arcononomy: Personal Departmental Cargo Ordering (#53881)
Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.

Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.

The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.

Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.
2020-10-15 17:30:50 +03:00
Timberpoes
0f4230cdd4 Chaplains should no longer experience invisible bibles. (#54323)
Latejoin as Chaplain when there's already a Chaplain on the station.

If the OG Chappie hasn't selected a bible skin yet, you'll be given a bible with a broken icon_state as selecting a bible skin is what seeds the relevant GLOBs with values.

After the fix, we only overwrite the bible's icon_state if an existing bible skin has been selected by the station's main Chappie.
2020-10-12 15:12:43 -03:00
tralezab
b59cbd60f3 most laser and energy weapons are bigger, lethal lasers are cheaper (#54041)
Nearly all guns except the security disabler is large, meaning it can't fit in backpacks.
2020-10-06 18:37:42 -03:00
ShizCalev
58fd94636f Update code/modules/jobs/access.dm 2020-09-30 11:26:44 -04:00
skoglol
5f1485366f Removes construction, research, cargo, mining from aux base 2020-09-29 04:02:05 +02:00
skoglol
7c6aa766b4 Adds separate aux base access 2020-09-28 21:12:47 +02:00
Arkatos1
4b2cf6520c Guide to Dank Radials (#53616)
This PR makes Guides to Dank Mimery use a radial menu as a method for choosing mime spells, instead of using an outdated html browser menu. Old book text was moved to the item description instead, to make it clear what it does.
2020-09-13 02:55:17 +01:00
LemonInTheDark
d60ed7d9e8 Gives the Chef a Beacon to pick their ingredient box (#53146)
* adds ingredients beacon

* starts the chef off with an ingredient beacon instead of a box

* Update boxes.dm

* Revert "Update boxes.dm"

This reverts commit b89fadab04.

* optimizes the list thingy (thank you, Floyd)

* Fixes a typo in one of the comments

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes a definition

* moves ingredient box/beacon code to miscellaneous instead of boxes

* adds the random option

* adds a cute little bit of 'flavor' text... get it?

* Revert "adds a cute little bit of 'flavor' text... get it?"

This reverts commit a6541bf220.

* adds references to a new company and a bit of fun text

* moves randomFood out of the for loop

* Revert "moves randomFood out of the for loop"

This reverts commit e2c5171fce.

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-09-05 16:09:23 -07:00
Tad Hardesty
56e263db44 Add missing left parenthesis to 'View tracked playtime' output (#53391) 2020-09-04 20:34:55 -03:00
uomo
61b14aa99c Lawyers with jumpskirt preference will no longer start the round with a jumpsuit. (#53169)
Lawyers were spawning with a purple lawyer suit, never a purple lawyer suitskirt, regardless of jumpsuit/jumpskirt preference.
2020-08-25 06:52:40 -07:00
Radacitus
9b2fe3f272 starts the chef off with an ingredient beacon instead of a box 2020-08-22 21:38:03 -03:00
zxaber
94c4367ede Support for expansion-class modPC hardware (#52644)
* Support for expansion-class modPC hardware

* end of the line

* As requested

Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.

* update
2020-08-11 13:40:05 +03:00
TiviPlus
b4fe4f717b 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
2020-08-10 16:31:59 -03:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
Timberpoes
3835f32264 Fix Skillchip runtime when attempting to activate in post_equip. (#52754)
* Add an underscore

* Fix types and var names
2020-08-06 18:42:52 -03:00
Timberpoes
8fc671f942 Implements job skillchip framework as per hackmd.io design document (#52630)
* Shift wire revealing logic to dedicated proc

* Bit of code modification. Framework for roundstart job skillchips.

* Implement roboticist skillchip trait functionality.

* Feex moth feet messup

* Add skill chips to robodrobe inventory

* Code refactor. Add missing skill_stations to Pubby and Delta.

* Implement special flags, changelings inherit skillchip skills

* Additional code refactor. Traitor chameleon skillchip framework.

* Implement traitor skillchip, fix up more code, move job chips to outfit datums

* Modify autosurgeon, create skillchip variant, add to uplink

* Implement chip cooldowns. Add new skillchip for station engineers. Cleanup some code. Add job chips to lockers.

* Feex

* Feex

* Code review implementation

* More feexes, improved chameleon chip code and more.

* Code review and minor refactor

* Additional review fixes, rebuild tgui

* Minor logic fixes

* Final Rohesie review

* Robust code changes, improved slot/complexity system.

* Rebuild tgui

* Code review

* Brain regeneration failsafe

* Lazylist cut fix
2020-08-05 21:21:29 +02:00
Jared-Fogle
2b14436488 Add check timer sources debug command (#52417)
* Add check timer sources command

* Recognize linked list implementation
2020-07-28 12:36:53 +02:00
skoglol
c2c6227fc8 Bumps minimum savefile version, fixes some forgotten hotkeys (#52312)
* Bumps minimum savefile version, fixes some forgotten hotkeys

* Removes job flags
2020-07-21 19:45:24 +02:00
ArcaneMusic
72b7c738af Arconomy 1.0: Final Stage Capitalism (#52007)
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts

* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO

* End of day... 2? 3? lockdown has ruined me

* Day 3. I cannot unto bogdanoff. Send help.

* So far so good.

* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.

* We'll throw the technodes and mapchanges in too.

* Okay lets keep this a friendly debug item then

* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.

* Newscaster updates.

* TGUI Rebuild 1 start counting fokes

* Runtime BEGONE FROM ME, fckn typepaths

* Cleans up autodocs, and other areas

* Updates tgui because I feel nothing anymore

* Recompiling tgui for that green check

* dunks the whole mint out of the code, get that hothead outta here.

* Green checkmark daily update.

* Should be decent from here.

* Resolves machine_design conflict

* Rebuilds TGUI again for the epic pogs

* Sweeping changes 2: See additional changelog

* Haunting insurance plus changes the define comment.

* Rounded vending prices, made bounties appear on examine, polish

* Atmos tanks now specify their mole requirements.

* TGUI 4.0 Updated.

* ACTUALLY updates to TGUI 4.0 standards.

* ThE bUiLd DiFfErS fRoM oUrS

* Ah, I didn't see the testmerge get re-upped.

* TGUI Rebuild.

* Shuffles some security-assistant bounties around
2020-07-19 13:44:25 +02:00
Ryll-Ryll
1f31064c3e Merge remote-tracking branch 'tgstation/master' into who-named-this-damned-proc 2020-07-16 21:43:14 -04:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Ryll-Ryll
fc0b247738 rename 2020-07-11 23:23:23 -04:00
skoglol
c1d939a0a5 Merge pull request #52013 from TheVekter/cargo-needs-tablets
Cargo Technicians and Quartermasters now start with cargo tablets
2020-07-06 22:37:40 +02:00
skoglol
eca1ebad92 Removes BoxStation in favor of IceBox 2020-07-06 15:03:07 +02:00