Makes the "(logged out)" flag on antagonists read "(ghost)" because that's what it's actually tracking
Together these fix#9268
Also sneaks a bit of mulligan functionality in so admins can see what the time and life checks for the mulligan system are, and modify them midround if desired.
Also shows and allows editing of the "on failure" behavior of mulligans, specifically if they default to instant round ending if the mulligan fails or if it just doesn't create antags.
- Deathsquad moved from Antagonist to Ghost Roles.
- pAI jobbans split into drone, pAI, and posibrains.
- Posibrains back under pAI preference flag (the byte is full)
- Fixed Posibrain sprite if it fails to get a ghost.
sets every instance of race changes to use hardset_dna instead of directly replacing the datum (needs more testing to be sure I didn't break shit)
removes the invisible man race (aka the generic) and shadowlings from the new green slime mutation toxin while I'm in the area
Makes another set of config options for which rounds types, if any, use the midround antagonist (mulligan) system. Keep in mind this is by definition a subset of round with continuous set. Again this feature is only present for the roundtypes where I KNOW it works properly, other modes can't use midround antags.
The check antagonist screen will show how the game will behave when all the antagonists die, and it can be changed on the fly by admins, the four possible states are:
End on antagonist death (noncontinuous rounds)
Continue if antagonists die (unsupported continuous by default round)
Continue if antagonists die, creating replacement antagonists (continuous, using midround antags)
Continue if antagonists die, not creating new antagonists (continuous, not using midround antags)
When rounds prepare to mulligan admins will additionally get the option to just keep the round going without any automatically created antags in case they want to run their own shinanagans instead. They can also as before choose to end the round.
When mulligan antag is set to kick in, the suggestion for admins to end the round if they feel enough has happened is given. The option can also be found on the check antagonist panel.
The check antagonist panel will show what the muligan roundtype is if it exists.
If absolutely no one wants/can be the midround antags, the round ends there.
The round will end no matter what if the primary antagonist survived over an hour before biting it (unless the shuttle is already past the point of no return, in which case a peaceful ending takes priority)
Adds force_ending to VV editing protection, to avoid admins trying to shinanigans it on.
Any (non-silicon) job can now be set to be an unlimited slot job from Manage Job Slots
People will be allowed to join as assistant if no other jobs are availible
Removes a redundant sanity check from AssignRole()