Commit Graph

63 Commits

Author SHA1 Message Date
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
6f622dba4a [MIRROR] Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes [MDB IGNORE] (#20146)
* Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some ammo changes

* Update sniper.dm

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-29 23:20:58 +01:00
SkyratBot
ba96aedf6d [MIRROR] Adds The Sturdy Shako (HoS Hat) [MDB IGNORE] (#20123)
* Adds The Sturdy Shako (HoS Hat) (#74277)

## About The Pull Request

Adds a new craftable HoS shako, made from the standard peaked cap and
some plasteel and gold.

![shako](https://user-images.githubusercontent.com/5479091/227799392-ad2ea145-5c58-45d7-8763-a76e9323ec09.png)

Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap`
to avoid catching the beret in the crafting recipe, the base type
`/obj/item/clothing/head/hats/hos` is now a generic subtype which should
never exist.

(Yes there's a TF2 reference included with the hat)

## Why It's Good For The Game

Adds an additional level of style for an HoS willing to put a little
effort into gathering the required materials. As it is crafted as a
one-to-one trade with another headgear there is no additional spare
headgear introduced.

## Changelog
🆑
add: The Nanotrasen Costuming Department has released specifications for
how to convert the Head of Security's cap into a shako.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Adds The Sturdy Shako (HoS Hat)

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-03-29 22:25:53 +01:00
Bloop
6d36e7cd5d [MODULAR] Fixes syndicate ghost roles not spawning with codespeak language, & an assortment of language related fixes/improvements (#19311)
* Fixes syndicate ghost roles not spawning with codespeak language

* Fixes related NRI issues as well while we're at it

* Fixes a couple issue and adds the new naming scheme

* Phonetic alphabet numbers, fixes trailing space in formatting

* change to NATO numbers rather than phonetic

* final quality sweep

* moved this into the proper place

* Removes the no longer in use 'rank' var

* fixes a runtime

* Update modular_skyrat/master_files/code/modules/mob_spawn/mob_spawn.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Fixes a mistake

* refactor outfit paths

* Doc

* Fixes ashwalkers sometimes spawning without language

* Removes the need for post_transfer_prefs for languages and fixes language prefs not being applied correctly due to a bug

Fixes another bug - the innate language (common) was always being applied when a new mob was spawned on the station, but interestingly it works fine for ghost roles.

My solution to ensure that things are always set up correctly is to use the proc 'adjust_language_to_prefs' to do just that, and call it at the highest level after a mob spawns.

This fixes the bug that was making it so that even if you deselected common from language prefs you'd still get it no matter what. Which honestly I am still fuzzy on the precise cause of because of how much coupling there is between mind code, language holders, and spawning new mobs.  The logic of this code is absolutely mental and rather than try to weave things into functions it seems best to just do this instead. Less prone to breakage that way.

* Update modular_skyrat/master_files/code/modules/client/preferences/middleware/languages.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Suggestions

* A more fitting description for this var

* Modifies language perk tooltips to better fit the codebase, refactors do_not_sanitize into a whitelist instead that can be configured for species

The Ashwalker tooltip inaccurately listed common as a language they were able to speak. Also slightly changed the wording of the rest of the tooltips to reflect the fact it is possible to disable a species' native tongue via prefs.

Refactored the 'do_not_sanitize' var to use a whitelist instead, allowing for more reliable sanitizing and also more configuration for new species to have such features.

* rephrasing

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-03-10 19:56:28 +00:00
SkyratBot
4cd00f275a [MIRROR] Faction defines [MDB IGNORE] (#19590)
* Faction defines

* fixes

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:55:18 +00:00
SkyratBot
480745ce05 [MIRROR] Basic Mob Spiders III: Sgt. Araneus is no longer a bat [MDB IGNORE] (#19315)
* Basic Mob Spiders III: Sgt. Araneus is no longer a bat

* spooky scary spider

* Revert "spooky scary spider"

This reverts commit 7bcca7750390c7ba6aaa08760886eda524f600f8.

* resolve conflicts

* resolve conflicts

* https://github.com/tgstation/tgstation/pull/73724

https://github.com/tgstation/tgstation/pull/73724

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/19561

* fixes

* wew

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:47:03 +00:00
SkyratBot
c338382a18 [MIRROR] Fixes runtime in golem body swap, Fixes some hard deletes assocaited with golems and mind masters [MDB IGNORE] (#19400)
Fixes runtime in golem body swap, Fixes some hard deletes assocaited with golems and mind masters

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:40:37 +00:00
lessthanthree
021c9d546e [MANUAL MIRROR] Buff scythes, goats, and plantbgone vs PLANT biotypes (#19215)
Buff scythes, goats, and plantbgone vs PLANT biotypes (#72889)

This buffs scythes, goats, and plantbgone vs PLANT biotypes:

- Scythes now deal x1.5 damage to venus flytraps (3 hits to kill)
- Scythes now target the flower bud vines
- Goats now target flower bud vines and deal 15 damage to PLANT biotypes
- Goats have a eating sound whenever they bite PLANT biotypes
- Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per
spray)
- Plantbgone now has a 75% chance to remove weeds and deals large damage
to flower buds
- Weed control crates now come with a pair of leather gloves
- Golems are immune to thorn effects
- Any kind of thick glove material will prevent thorn effects when
attacking
- Flower buds will now take x4 damage from fire and sharp weapons
(unless they have fire trait)
- Regular scythes are now a sharp object

Also this fixes a few runtimes with spacevines and nulls. The bane
element now accepts `mob_biotypes` bitflags as an argument.

Before my changes:

- Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per
spray)
- Scythes took 5 hits to kill venus flytraps
- Goats only affected podpeople
- Flower bud vines were being ignored by weed killing code
- Plantbgone only had a 50% chance to remove weeds (and this was very
inconsistent due to RNG)
- Botanical gloves and thick gloves didn't protect from thorns
- Golems were getting pierced by thorns despite having pierce immunity
- Flower buds were not taking the x4 damage like they should have been
- Regular scythes were not a sharp object, but other scythes
(chaplain's, megafauna loot) were sharp

This makes the weed killer crate more effective since people were
complaining about it being worthless vs vines and flower buds. These
changes give people more options to respond to threats vs plants.

🆑
add: Add a pair of leather gloves to weed control crate
balance: Mobs with the PLANT biotypes (venus flytraps, pod people,
killer tomatoes) are now much weaker vs scythes, goats, and plantbgone.
balance: Plantbgone is now more effective at destroying weeds.
balance: Regular scythes are now a sharp object
fix: Fixed scythes, goats, and plantbgone not affecting flower bud
vines.
fix: Thick and botanical gloves not protecting from thorns
fix: Golems not having pierce immunity from thorns
fix: Runtime where vines tried to spread into null turf
fix: Runtime where null vines that were destroyed were trying to spread
to nearby turfs
soundadd: Add eat food sound when goats eat plants
code: Improved goat targeting code
code: The bane element now accepts `mob_biotypes` bitflags as an
argument.
/🆑

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-03 18:37:34 +00:00
SkyratBot
34ad67a4fc [MIRROR] Updates policy to better warn players for any existing antagonist policy [MDB IGNORE] (#19341)
* Updates policy to better warn players for any existing antagonist policy

* Update job.dm

* Update job.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-03-01 17:10:54 -08:00
SkyratBot
bb9b68a88d [MIRROR] Basic Mob Spiders I: Ability refactor [MDB IGNORE] (#19200)
* Basic Mob Spiders I: Ability refactor

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: KathrinBailey <kat892@outlook.com>
2023-02-22 18:49:39 +00:00
lessthanthree
4999bdfd19 [MANUAL MIRROR] Better groups for antagonists (#18839)
* Better groups for antagonists (#72576)

Better categorizes antagonists into groups for the orbit UI, admin
traitor panel.
Permanently hostile antags were intermixed in the "Alive" section, and
it was sometimes tough to see what's going on.
To do this, many minor antags needed new antag datums which were added
with fluff objectives as a bonus.

Group Name | Antags
--- | ---
Syndicate | Nukies, battlecruiser crew, lone op
Extradimensional Abominations | Nightmare, morph, pyro
slime
Spaceborne Leviathans | Space dragon, (spawned) carps
Invasive Overgrowth | Venus human traps
Arachnid Infestation | Spiders
Eldritch Horrors | Cult constructs, revenant

( = New antag datum, proper orbit category, new objective text)

<details>
<summary>Screenshots (outdated)</summary>

Antags get more tooltip info
![Screenshot 2023-01-08
173344](https://user-images.githubusercontent.com/42397676/211233179-d0e9229c-0f2e-4cd3-838b-fc0c5255ec9c.png)

Populating space dragon + carps (now leviathans)
![Screenshot 2023-01-08
235526](https://user-images.githubusercontent.com/42397676/211267252-2a86f8bc-4b4a-4ad6-81ed-f6b2e72d8fc0.png)

Detail to distinguish job & rank
![Screenshot 2023-01-08
233608](https://user-images.githubusercontent.com/42397676/211267334-60cabefc-b768-4a8e-8d4b-74b3d4fd45b1.png)

New categories in action
![Screenshot 2023-01-09
131003](https://user-images.githubusercontent.com/42397676/211408962-2e3c3cb9-f08e-4e27-a765-6485fe5064b0.png)

Organized Traitor Panel

![Screenshot_20230109_113453](https://user-images.githubusercontent.com/42397676/211392793-a9e6c170-60de-46bc-b0b6-02d74d45e42d.png)

</details>

Better UI, observer experience, admin panel.
It's now very obvious when something is hostile from the orbit panel.

🆑
qol: The orbit menu now sorts antagonists into groups more effectively.
Some get new named groups.
admin: Traitor panel should have slightly more sane categories.
add: Many minor antagonists now have "objectives".
refactor: Refactors code in several antag datums.
/🆑

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Fixes the compile issues

* Also puts the drifting contractor in the syndicate group in the antag panel

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-03 19:57:20 -05:00
Funce
60bfb76832 [MIRROR] Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) [MDB IGNORE] (#18884)
* Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)

revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

![image](https://user-images.githubusercontent.com/23585223/211064291-81070650-189f-4afa-8116-81b687e3ea35.png)

prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work

🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* Modular!

* Fix signal override merge skew (#72882)

Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before

This changes equip logic somewhat so that set_wearer was being called
twice.

I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-27 13:56:00 -05:00
SkyratBot
25f4961156 [MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate.  (#72110)

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑

* Modular!

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-17 12:51:58 +13:00
Zonespace
a9e7e645c8 Mirror #72345 (#18649)
Reorganize the outfits under 'mob_spawn' (#72345)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

I got home, sat on my computer ready to work on an Goliath Infused
hermit idea I had, instead, I found more outfits that slipped through
the cracks and are not reorganized properly so I'm doing this again!
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Code improvement readability something
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2023-01-12 08:53:45 -05:00
SkyratBot
08e45df749 [MIRROR] Quirks are passed an incoming client when applied, allowing quirks to read preferences in add and add_unique. Renders visual quirks on the preference menu dummy. [MDB IGNORE] (#18311)
* Quirks are passed an incoming client when applied, allowing quirks to read preferences in `add` and `add_unique`. Renders visual quirks on the preference menu dummy.

* fixes quirk order to match upstream

* Modular quirk updates

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 04:58:33 -05:00
SkyratBot
bccf824a6c [MIRROR] Turned most syndicate mobs (+ viscerators) into basicmobs [MDB IGNORE] (#18270)
* Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)

## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts

https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>

* Turned most syndicate mobs (+ viscerators) into basicmobs

* map

* code

* Update syndibase.dmm

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-07 02:48:07 -05:00
SkyratBot
d692b60199 [MIRROR] Fixes HOS Beret (and all of its subtypes) having wrong path and thus not being armored [MDB IGNORE] (#18191)
* Fixes HOS Beret (and all of its subtypes) having wrong path and thus not being armored

* Modular and Mirror!

* Additional hos beret

Co-authored-by: SkeletalElite <skeletalelite0@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-01-06 23:22:43 -05:00
SkyratBot
cf67304574 [MIRROR] Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates [MDB IGNORE] (#17920)
* Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates

* [PR to PR] NRI raider de-conflicting (#17921)

* sosig

Update revolver.dm

* Update nri_raiders.dm

* Apply suggestions from code review

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Update nri_raiders.dm

* uhuh

* Update nri_raiders.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-08 09:43:43 -08:00
SkyratBot
2b800b9a23 [MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely.

* contractor changes

* map changes

* Update assistant.dm

* conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:07:02 +00:00
SkyratBot
d350def891 [MIRROR] Fix allow_spawn check for Ashwalkers and Battlecruiser crew [MDB IGNORE] (#17739)
* Fix allow_spawn check for Ashwalkers and Battlecruiser crew (#71480)

## About The Pull Request
Currently, if you fail the allow_spawn test for Ashwalkers or
Battlecruiser Crew you will get the deny message even if the check was
silent. Meaning every time you open the spawners menu you get "You have
exhausted your usefulness to the Necropolis." or "You have already used
up your chance to roll as Battlecruiser." All the other allow_spawn
checks have a `!silent` check before sending the message so that they
only show this message if the player actually clicks the spawner.

Also for some reason the ashwalker message is bold and it shouldn't be.
## Why It's Good For The Game
Consistency is good, as is not giving the player unnecessary chat
messages.
## Changelog
🆑 VexingRaven
fix: Ashwalker Eggs and Battlecruiser spawners no longer give you a
warning every time you open the spawn menu if you've already spawned as
that role once.
spellcheck: Ashwalker Egg warning message for having already spawned
once is no longer bolded for no reason.
/🆑

* Fix allow_spawn check for Ashwalkers and Battlecruiser crew

Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
2022-11-25 14:26:05 +00:00
SkyratBot
62c02030e3 [MIRROR] Convert mouse and rat to basic mobs [MDB IGNORE] (#17215)
* Convert mouse and rat to basic mobs

* run the UpdatePaths script you borb

* packs and nests

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-28 21:27:47 -04:00
SkyratBot
3795ed1a6b [MIRROR] [MDB Ignore]Hats DMI split [MDB IGNORE] (#16693)
* [MDB Ignore]Hats DMI split

* e

* STAFE

* e

* e

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-10-09 23:00:42 +01:00
SkyratBot
14482dcf1c [MIRROR] Removes ghost check for battlecruiser objective and fixes players being able to roll it multiple times in a row [MDB IGNORE] (#16541)
* 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>
2022-09-29 22:43:11 -07:00
SkyratBot
d27cd97f74 [MIRROR] [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane [MDB IGNORE] (#16030)
* [IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane

* fix map merges

* icon paths and merge conflicts

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-24 20:10:28 -04:00
SkyratBot
c8776ecbbb [MIRROR] Refactors team antagonists and roundend report handling [MDB IGNORE] (#16308)
* Refactors team antagonists and roundend report handling (#69585)

* Refactors team antagonists and roundend report handling

Refactors teams and subtypes
* Makes use of ``as anything`` and ``\improper``
* Removes many single letter variables
* Moves team code to the team file
* Makes team objectives only allow objectives for SpacemanDMM
* Makes members and objectives clear when a team is deleted
* Generalizes team's add_objective
* Checks for show_roundend_report in roundend
* Replaces ``get_team == src`` with a simple mind check
* Makes Bloodbrothers fit using parent's endround report.
* Removes the unused procs ``is_solo`` and ``antag_listing_footer``
* Makes replaces ``get_team_antag`` ``specific`` with ``include_subtypes`` to be consistent with Antag helpers (and because I thought it looked better that way)

* Refactors team antagonists and roundend report handling

* improper borers

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-09-23 22:29:34 -04:00
SkyratBot
a079b5a864 [MIRROR] Monkey trip mechanic removed from AI controller and added to brain. Adds organ based trait system. [MDB IGNORE] (#15913)
* Monkey trip mechanic removed from AI controller and added to brain. Adds organ based trait system.

* Update code/modules/mob/living/carbon/human/species_types/snail.dm

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-09-04 14:27:46 +01:00
SkyratBot
6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
Tastyfish
60f13e9b10 [MODULAR] [MDB IGNORE] Several fixes to the space hotel (#15343)
Several fixes to the space hotel
2022-08-04 15:55:47 +01:00
OrionTheFox
b15331b4df [MANUAL MIRROR] The GAGening: Clothesmate edition [MDB IGNORE] (#15100)
* The GAGening: Clothesmate edition

* ThisShouldWork

* hgnbhg

* would probably help to have the right .dmi

* fixed?

* Fuck you

Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
2022-07-27 03:19:42 +01:00
SkyratBot
3a8bed771a [MIRROR] [READY] Venus human trap fix 3.0: Allow ghosts to possess them even when obscured, use better spawning system [MDB IGNORE] (#15090)
* [READY] Venus human trap fix 3.0: Allow ghosts to possess them even when obscured, use better spawning system

* Fixes the merge conflict!

* Fixes ghost role spawners not being covered by the ghost role spawner ban

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-07-24 13:23:30 +01:00
SkyratBot
487322c317 [MIRROR] Nukies Rework Part....2.1? Kinda?: Gives Battlecruiser operatives the Ansem pistol, as well as some internals in their currently empty bag. [MDB IGNORE] (#14974)
* Nukies Rework Part....2.1? Kinda?: Gives Battlecruiser operatives the Ansem pistol, as well as some internals in their currently empty bag. (#68419)

* Gives Battlecruiser operatives the Ansem pistol, as well as populate their bags with some internals.

* Box variable

* Nukies Rework Part....2.1? Kinda?: Gives Battlecruiser operatives the Ansem pistol, as well as some internals in their currently empty bag.

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2022-07-19 02:15:53 +01:00
SkyratBot
b74df4cbdd [MIRROR] Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because [MDB IGNORE] (#14813)
* Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because (#68126)

Drips the SHIT out of the SBC Starfury while not completely overhauling it. Touches everything NOT in engineering or southward (because I love how scuffed that part is and refuse to touch it on principle) - Also converts one map varedit into a real boy subtype, and moves tiny fans to their own file.

Mandatory disclosure on the gameplay changes:
Fighters 1 and 3 are now NOT in the hangar, and are now attached to the formerly unused gunnery rooms.
Cryo now works. Yeah. I know.
You can actually open the anesthetic closet now.
Everyone now shares three spawners. This doesn't reduce the amount of people who can play when this rolls, as I've adjusted var/uses in accordance: it just reduces clutter.
A few of the horizontal double airlocks have been compacted into glass_large airlocks.
The bar windows now actually have grilles like they were meant to.
Four turbines have shown up. They aren't functional*, they just look like gunnery and conveniently fit in the spots. I'm sure this is space OSHA compliant.
The map is ever so slightly smaller, vertically. This should distance us from an edge case where somehow all space levels are too cluttered for this to spawn properly, for the time being.

*Technically there's nothing stopping you from using them besides the amount of time it'd take for the operatives to kick your ass

This map was originally designed wayyy back before we even had the computer sprites we have now, (#27760 if you want to see SOUL) and it shows. While it will never have it's SM again, we can at least make the thing much nicer to look at.

* Revisiting The Goliath: Or, that time I dripped out the SBC Starfury just because

Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
2022-07-09 03:28:33 -07:00
SkyratBot
d0313e5574 [MIRROR] fixes outfit sanity unit test initial [MDB IGNORE] (#14327)
* fixes outfit sanity unit test initial (#67731)

* fixes outfit sanity unit test initial

* wahoo

* fixes outfit sanity unit test initial

* fixes outfit sanity unit test initial

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-06-15 12:35:46 +01:00
SkyratBot
e958272a86 [MIRROR] An Exploration Into Lame Jobs - Syndicate Listening Post Remap [MDB IGNORE] (#14147)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)

* An Exploration Into Lame Jobs - Syndicate Listening Post Remap

Hey there,

Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?

Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!

* An Exploration Into Lame Jobs - Syndicate Listening Post Remap

Co-authored-by: san7890 <the@san7890.com>
2022-06-06 17:38:38 -07:00
Tom
48f1bfeeca ashwalker quirks (#13854) 2022-05-24 16:56:14 +01:00
SkyratBot
a61b1ea07f [MIRROR] [MDB IGNORE] More /area/ typepath organization and cleanup [MDB IGNORE] (#13832)
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)

This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game

* [MDB IGNORE] More /area/ typepath organization and cleanup

* wew

* e

* Update CentCom_skyrat.dmm

* wew

* ews

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-24 16:47:55 +01:00
YakumoChen
ffeab2e21a Interdyne role id adjustments (#13674)
* Update lavaland_ruin_code.dm

* Update mining_roles.dm
2022-05-20 11:34:23 +01:00
Tom
817f8b1f52 Ghost role appearance change restriction (#12956)
* Ghost role appearance change

* update black mesa
2022-04-23 22:06:19 +01:00
magatsuchi
dc8adc2924 Modular Tablets: Converting PDAs to the NtOS System (SKYRAT VERSION) (#12920)
* hot-patch 1

* hot patch 2

* hot patch 3

* slight issue
2022-04-20 16:55:49 +01:00
SkyratBot
5e8a148556 [MIRROR] [NO GBP] Resolves Golems not being allowed in the areas they created [MDB IGNORE] (#12650)
* [NO GBP] Resolves Golems not being allowed in the areas they created (#66000)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* [NO GBP] Resolves Golems not being allowed in the areas they created

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-04-10 02:22:17 +01:00
SkyratBot
306a1edac2 [MIRROR] Block free golems from using shuttle consoles, other than to go home [MDB IGNORE] (#12641)
* Block free golems from using shuttle consoles, other than to go home (#65991)

* Block golems from using shuttle consoles

* Update code/modules/mob_spawn/ghost_roles/golem_roles.dm

Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>

* Block free golems from using shuttle consoles, other than to go home

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
2022-04-09 23:20:10 +01:00
Mega-Drones
694cb6a6d3 [NON-MODULAR] Allows for Ashwalkers to use quirks (#12366)
* Allows for Ashwalkers to use quirks

* Update mining_roles.dm
2022-04-08 23:34:29 +01:00
SkyratBot
2dfcda970e [MIRROR] Fixes several incorrect spider menu descriptions and automatizes the process a little bit [MDB IGNORE] (#12445)
* Fixes several incorrect spider menu descriptions and automatizes the process a little bit (#65806)

* Fixes several incorrect spider menu descriptions and automatizes the process a little bit

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2022-04-01 01:55:46 +01:00
SkyratBot
0ddd34d1f5 [MIRROR] Hazardous Area Component | Free Golem Soft-Restriction [MDB IGNORE] (#12345)
* Hazardous Area Component | Free Golem Soft-Restriction (#65720)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Hazardous Area Component | Free Golem Soft-Restriction

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-03-28 16:45:32 -07:00
Gandalf
abb63c7c21 oops 2022-03-13 23:09:13 +00:00
Gandalf
c1c39e98fd Species lock for ghost spawners (#12061)
* 0

* E

* Update enclave_pirates.dm

* E

* e
2022-03-13 17:34:58 -04:00
SkyratBot
e92a995068 [MIRROR] Medical Revamp: Resprites and Jumpsuit/Under Changes [MDB IGNORE] (#11864)
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)

New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt

* Medical Revamp: Resprites and Jumpsuit/Under Changes

* fix

Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2022-03-05 14:22:00 -05:00
SkyratBot
cf056ac864 [MIRROR] Makes the Russian fugitive hunters less bad (also gives them a pet bear) [MDB IGNORE] (#11702)
* Makes the Russian fugitive hunters less bad (also gives them a pet bear) (#65016)

* Makes the Russian fugitive hunters less bad (also gives them a pet bear)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-02-24 06:51:28 -05:00
Malle Yeno
9137d1c036 Ashwalker Naming Fix - Pre-Made Ashwalkers Will Not Have Names Overwritten by Random Name (#11595)
* Move special proc call after lizard name randomize

* Skyrat edit comments added.
2022-02-19 19:56:24 -05:00
SkyratBot
506b6a7ac7 [MIRROR] Removes reference to removed starfury SM [MDB IGNORE] (#11395)
* Removes reference to removed starfury SM (#64758)

* Ghostroles literally crying right now

* Revert "Ghostroles literally crying right now"

This reverts commit c419bca393b96d6b20d509063f8cc33ca9e443c5.

* partial unrevert

* Removes reference to removed starfury SM

Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
2022-02-09 03:33:35 +00:00