* Lowers the in-repo threat cost of heretics + also their requirements (#69216)
* lowers the threat cost / pop of heretics
* Adjusts heretic smuggler too
* Lowers the in-repo threat cost of heretics + also their requirements
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Spends 6 hours teaching Papercode how to conform to better standards and practices, and also fixes a trivial 5 minute bug with command reports.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Power failure event will now only provide an announcement if the previous power failure has ended (#68943)
Power failure event will now only provide a message if a previous power failure has ended
* Power failure event will now only provide an announcement if the previous power failure has ended
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* add some tests for if empty space is present (#68582)
About The Pull Request
Fixes: #62140
Fixes part of: #53689
Why It's Good For The Game
Aurora Caelus should no longer run on icebox as intended.
Station goal on stations without space shouldn't get station goals that require space.
Changelog
cl
fix: Added a test in Aurora Caelus event for if the station has the ability to show it.
fix: Stations without space should no longer receive station objectives that require space to be present.
/cl
* add some tests for if empty space is present
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
* Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense (#68754)
* Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
* fixes nuke ops leaders not spawning (#68855)
this code was untestable because
it required a config flag to be set on, this flag is false by default on local
it requires multiple people on the server
so it turned out that leader spawning is broken. this should fix it
* fixes nuke ops leaders not spawning
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Nuke Ops Leader update (#68830)
makes the nuke op player with the most nuke ops playtime the leader
makes the leader start with loud mode on on their radio
idea for that second one from BeeStation/BeeStation-Hornet#6631
making the most playtime nuke op the leader prevents 1st time players from rolling it, they will generally be more competent, and able to be entrusted, just like you can trust a head of staff more. a player with more competency will also probably be better at actually leading and not just clicking a button to open the ship, if they try.
the radio is a tiny change to make the leader matter more, and able to give better leadership, because im pretty sure most people dont even realize the leader has access to loud mode
* Nuke Ops Leader update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Removes requirements from most midround rulesets, and lowers their minimum population to run (#68571)
* Removes requirements from most midround rulesets, and lowers their minimum population to run, because nobody knows what it means
* Remove duplicate minimum_players
* Removes requirements from most midround rulesets, and lowers their minimum population to run, because nobody knows what it means
* oorah
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Sets minimum player count for sentient disease (#68213)
* Sets minimum player count for sentient disease
Co-authored-by: Profakos <profakos@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>
* Dynamic 2022 part 1 tweaks (#67823)
Renames low_pop_minimum_threat to low_pop_maximum_threat. Untested but it'll fail CI if it doesn't work
Increases threat_per_midround_roll from 6.5 to 7, to slightly shift number of midrounds.
Lowered the number of roundstart traitors. I intend to do more in the larger part 2 PR, but the crux of it is that Dynamic 2022 part 1 creates a lot of midround traitors, which is great, but now that means we can lower the amount of total roundstart traitors. This changes it from 1 traitor every 24 people to 38. Eventually I want to make traitor not scale so hard, but it'll be tough to do that and make sure it doesn't just roll extremely chaotic rulesets in its place.
* Dynamic 2022 part 1 tweaks
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fix unfavorable situations yielding, causing revs to fire them every process (#67882)
Fixes#67879.
Not tested but there are no runtimes so I don't know what else this can be, so I'm gonna fling this off to some server and see what happens
Changelog
cl
fix: Fixed revolutions blaring alerts for a few seconds after winning.
/cl
* Fix unfavorable situations yielding, causing revs to fire them every process
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations (#67538)
Hacking the command console and winning revs no longer adds midround threat. Instead, it'll force a heavy ruleset to spawn, and barring that, will spawn a dangerous random event.
Not really tested, you know how it is with stuff like this.
This change will slightly decrease the total number of midrounds in the round.
Why It's Good For The Game
Before D2022P1, midround threat effectively did not work. Adding midround threat did not guarantee anything would actually happen, whether that be the "obsessed spawn and doesn't do anything" kind of nothing happens, or the "absolutely no ruleset spawns" literally kind of nothing happens.
Sometimes, though, it might have! This PR makes that a guarantee.
After D2022P1, midround threat works and is also extremely dangerous in the quantities that are being added. 15 threat means 2-3 extra midround antagonists are spawned, and this late into the round are often going to force heavy rulesets anyway, but at a disproportionate cost.
Furthermore, adding midround threat decreases the time it takes for the next midround, as midround rolls are rolled equidistantly from one another. It is possible, for instance, for a midround ruleset to run, and then another to run seconds later as the distance changes.
This keeps things direct--the crew gets a disadvantage, but is not completely overwhelmed by several antagonists disproportionately.
* Replace adding threat (the traitor objective, post-revs victory) with unfavorable situations
Co-authored-by: Mothblocks <35135081+Mothblocks@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>
* CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* wew
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Ghosts see who rolls a midround antag (#67295)
* Changes the alert ghosts get when a dynamic midround ruleset is selected to say the ghost's old name rather than their new one.
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* ghosts see who gets antag
Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* [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>
* Refactor and improve antimagic to be more robust (#64124)
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
* Refactor and improve antimagic to be more robust
* Update tiedshoes.dm
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Prevents harddels when maps are loaded after SSatoms init (#65299)
Hard dels won't occur if an admin loads a template in after SSatoms is initialized
* Prevents harddels from stealing items when maps are loaded after SSatoms init
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* fixes thieves not being able to complete the guns objective (#65185)
* fixes thieves not being able to complete the guns objective
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Thieves can no longer scale and take more than 6 threat, increases number of thieves ran by 2 (#65107)
Thieves can no longer scale, and can only run once.
Number of thieves increased by 2, such that:
<24 pop: 3 thieves (previously 1)
25-48 pop: 4 thieves (previously 2)
...etc...
* Thieves can no longer scale and take more than 6 threat, increases number of thieves ran by 2
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes midround antagonists not spawn if the shuttle is past the point of no return (#64797)
* Makes midround antagonists not spawn if the shuttle is past the point of no return
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fire breath can be used without the ability to speak (+ code improvement) (#64796)
* fire breath can be done without the ability to speak + SPELL code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Peaceful Waypoint/Core Territory are now not completely reliable indicators of antag status (#64636)
* Peaceful Waypoint/Core Territory are now not completely reliable indicators of antag status
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>