* Standardize and improve status display UI's (#68976)
* Standardized and improves status display app, making it share the same UI as the Communication Console's version of it, and moves shared status display screens into global lists instead of vars.
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Standardize and improve status display UI's
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* "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>
* Unique ambience for virology! NOW NOT BROKEN! (#69407)
A literal re-upload of #69031 because of that rust DLL problem. I don't wanna fix it the hard way, so easy way it is.
About The Pull Request
Now virology has a new Plague Inc inspired ambience sound (Made by myself in FL studio so no licensing problems). It has it's own define, and is used in the virology area.
There is 3 sounds, you can listen to them there:
ambiviro_1.mp4
Each of them weights ~100 KB which is not alot.
Why It's Good For The Game
First of all, medbay literally only has only one ambient sound, and only 1 area of medbay had unique ambience (Morgue). It's neat to have more areas with unique ambiences, especially when that area on almost every map is seperated from the rest of medbay.
With this mysterious ambient, every virologist will feel himself making something dangerous and scary, even if it's a benefical virus.
Changelog
cl
soundadd: Virology got new mysterious ambient sounds.
/cl
* Unique ambience for virology! NOW NOT BROKEN!
Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
* Small organ code clean up (#69123)
* Cleans up organ code, removing the EXTERNAL_ORGAN flag, as it can just simply use the external organ subtype instead
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
* Small organ code clean up
* Update taur_types.dm
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs (#69037)
Adds QM to authority & conspiracy phobias
* Adds QM to authority & conspiracy phobias, QM's bedsheets will now make you dream of authority and SILVERY IDs
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fix: #41250 You can't use a tablet while inside a locker (#68171)
* Fix: #41250 You can't use a tablet while inside a locker
Co-authored-by: Matt <gavxn@zanidrak.com>
* [MDB Ignore] DNA Vaults power check (#68540)
* Prevents people who already have a DNA vault trait from taking another.
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* [MDB Ignore] DNA Vaults power check
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* [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>
* 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
* Fix simple mob deaths causing deadchat notifications (#68155)
* Fix simple mob death message deadchat notification
* Add TRAIT_DEATH_GHOST_ALERT to traits
* Add TRAIT_DEATH_GHOST_ALERT to global trait list
* Add TRAIT_ALERT_GHOSTS_ON_DEATH to space dragons
* Add TRAIT_ALERT_GHOSTS_ON_DEATH to brood spiders
* Add TRAIT_ALERT_GHOSTS_ON_DEATH to elite lavaland mobs
* Add TRAIT_ALERT_GHOSTS_ON_DEATH to revenant
* Add TRAIT_ALERT_GHOSTS_ON_DEATH to morph
* Fix trait name
* Fix trait name
* Fix syntax error for trait
* Add trait check for death notification
* Add more context to trait use
* Fix simple mob deaths causing deadchat notifications
Co-authored-by: Tim <timothymtorres@gmail.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes the MODsuit-related screenshot tests
* Fixes eye sprites not refreshing properly when they're meant to
* Fixed outfits calling too many update procs and pre/post_equip twice because of some silly code
* Fixes glass golems not being transparent
* Fixed the map compilation errors
* Added the screenshot for the vox primalis
* Updates the colors of the moth bodyparts to be easier to work with (making them whiter)
* Fixes the antag icon for blood brothers
* Fixes nightmares looking stupid in their antag icon and also failing the screenshot test
* Fixes the humanoid screenshot
* Updated the blood brother icon with the new colors for moths (because ours are greyscaled)
* Updates some of the randomization stuff for moths, making it possibly functional again
* Cleans up our moth species override a bit
* Updates the screenshot_humanoids test to allow for better control over the screenshots
* Updated the lizard, ashwalker and silverscale screenshots
* I totally didn't forget the .dm
* Moved the set_species before the prepare_human_for_preview()
* The moth's fixed, by the way! In the prefs menu too!
* The xenos are fixed too!
* Pink felinids, how 'bout that?
* Fixed the mush people (so they actually look like the icon that was there already!)
* Snails are fixed too, splitting the .dmi edit in a different commit
* Added https://github.com/tgstation/tgstation/pull/68013 early
* Revert "Fixed the map compilation errors"
This reverts commit b7db0a1f507ed3721d88883338508c058ffb7804.
* Okay just Icebox this time
* Podpeople hair still is broken :(
* Turns out they weren't getting their snouts and frills properly... Now they do!
* Possibly fixes that issue with Tram making compile maps fail
* (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>
* Fishing, Version 1 (#67691)
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ ArcaneMusic
Other sprites by @ Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
* Fishing, Version 1
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Toying Around With Concepts Beyond Comprehension- Abductor Plushies (#67592)
* Toying Around Concepts Beyond Comphrension - Abductor Plushies
Hey there,
AW LOOK AT THOSE LITTLE GUYS THEY'RE SO CUTE.
Full credit to TehZombehz for the sprites.
* forgot to add them to the arcade
* Toying Around With Concepts Beyond Comprehension- Abductor Plushies
Co-authored-by: san7890 <the@san7890.com>
* Refactors warp whistle (#67064)
* Refactors warp whistle
Warp whistle is now a status effect that walks towards you.
If it hits the person that summoned it, it picks them up, and teleports them once it flies away.
The person then falls from the sky onto their destination.
This prevents Wizards from using the spell then just walking away, because now if they aren't in range, they won't get picked up.
It also means there's no weird code about godmode and stuff, like there used to have. *shiver.
Repathed the item and tornado effect it spawns, over just prefs.
* now goes through walls
* maybe helps with hard dels
* I forgot to add this for hard del too
* i forgot an early return after qdel
* nova's suggestion but not committed by him so he doesnt get co-author
* Warp whistle no longer on Destroy()
* adds incapacitated trait so you don't unbuckle
* Refactors warp whistle
* Fixes the one instance where the warp whistle was used in our modular files
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense (#66860)
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions (#66788)
it will make a whole lot more sense when you look at the trait and see what it does, instead of assuming what it does based on its very clear name
* changes name of trait "STUNRESISTANCE" to trait "BATON_RESISTANCE", changes some descriptions
* Update cocaine.dm
Co-authored-by: private-tristan <54422837+private-tristan@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds linking tickets in asay, referencing mob datums in asay, improves asay ref code (#65634)
About The Pull Request
Continuing on the work started in #65154 and 61712, this PR expands what asay linking can be used for and improves the code for it. You can now link tickets in asay by saying #[ticket ID] like #1. This shows the ticket's status and who filed the ahelp. Might remove the ticket filer if it's not really useful.
This also fixes an oversight of mine with datum linking, with how mobs and certain other datums (armor datums, landmarks) don't follow the memory address format for their tag values. Datum linking now uses a @ [tag] format, so you can link to a mob by saying @ mob_702 and such.
dreamseeker_2022-03-22_21-51-41.png
Why It's Good For The Game
More robust admin tools
Changelog
cl Ryll/Shaps
admin: You can now link tickets in asay with #[ticket ID], like #1 and #5.
admin: asay datum linking now functions by saying '@ [datum's tag value]`, whether it's a normal datum (@ 0x2001169) or a mob (@ mob_702) or whatever else.
Discord_2022-03-16_23-38-09.png
(old pic)
* Adds linking tickets in asay, referencing mob datums in asay, improves asay ref code
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>