Commit Graph

1229 Commits

Author SHA1 Message Date
Jordie
4463bcfec3 Merge pull request #9193 from Ikarrus/gang5.1
Gang Update 5.1
2015-04-28 23:46:27 +10:00
Ikarrus
4444f30040 Round Integers 2015-04-27 22:29:28 -06:00
Cheridan
6938612555 Merge pull request #9149 from Incoming5643/generic_continuous
[new config options][the eternal playtest] Mulligans/Continuous for any roundtype
2015-04-27 08:45:52 -05:00
Remie Richards
95e325ee7b Merge pull request #9115 from AnturK/abduction_udpate_dos
Abduction Update 2
2015-04-26 15:38:19 +01:00
AnturK
f4a7b2dbe1 Abduction Update Two:
-SPRITES SPRITES SPRITES
-Hopefully fixes create_antag and team problems
-Fixes the Inactive Eye on follow list
-Removes redundant and adds needed checks
-Neater adv camera code
-Minor balance tweaks
-Fixes instant first activation of glands
-Adds 3 mostly negative glands
-Adds anti-tracking helmet to agent equipment
-Makes experimental dissection ignore clothes
-Way out for trapped humans : Mash random buttons
-Abductors now virus immune (also golems and skeletons)
-File cleanup
-Teleporter functionality for camera
2015-04-26 01:30:59 +02:00
hornygranny
8e8561eb3e Merge pull request #9108 from Xhuis/revenantExplosionFix
Revenant Update II
2015-04-24 20:04:39 -07:00
Incoming
c4f6d85b44 Any roundtype can now take advantage of continuous/non-continuous settings as well as the mulligan antag system. (as a reminder at this point the mulligan system only creates lings and/or traitors)
A generic check for antags now exists in check_finished, and overrides a lot of checks in specific modes. Specific checks are still needed if you have special means of determining antag viability (blob cores), or things to do when specific antags die (summon events).

In situations where mulligans are on but fail, the round will usually lurch on as "extended" but in wizard/malf/blob/ragin mages the round will end then and there. This mirrors current behavior.

Config settings are fully customizable and for the most part defaults mirror existing behaviors:

Revolution, Shadowling, Gang, Ragin Mages and Monkey are noncontinuous and will end with the death of all antagonists.

* There is a change here in shadowling in that rounds with living thralls but no living shadowlings will continue until the thralls are delt with, as they can still raise their dead master.

* Abductors not ending with the death of all ayyliens if there are still probe victims around is likewise a change. If the dev of abduction would rather have it default the other way, we can do that.

* Monkey being noncontinuous is a change, but given how monkey mode works, it really only makes sense.

All modes that are continous use the mulligan system by default, remember that this will only come into effect if EVERY antagonist dies, so modes with many antagonists are very likely to only mulligan extremely rarely because if even one isn't slaughtered and is instead brigged or otherwise neutralized nonfatally the mulligan will never come. A nice little bonus for security not to kill everyone!

Fixes a bug where shuttle stranding could occur in continous rev modes (not something on by default)

Probably buggy as hell in initial commit. Please no quick merge
2015-04-24 15:40:42 -04:00
kingofkosmos
a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
kingofkosmos
e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
kingofkosmos
1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
Xhuis
0798a873f2 Merge remote-tracking branch 'remotes/upstream/master' into revenant_update_ii 2015-04-23 21:17:15 -04:00
Ikarrus
e811eac22e Resolve Conflicts:
icons/mob/inhands/items_lefthand.dmi
	icons/mob/inhands/items_righthand.dmi
	icons/obj/weapons.dmi
2015-04-22 08:14:05 -06:00
Jordie
4c575acbfe Merge pull request #9044 from Incoming5643/donks_will_be_put
Adds the "set round end sound" button to the fun tab
2015-04-22 17:50:10 +10:00
Ikarrus
c771d30986 Gang Mode Update 4
**Major Changes**
- Increased win condition to require 66%
- Added a switchblade. A relatively cheap and decently robust melee weapon for gangsters.
- Capped how much influence you can get every income at 50
- Limited gang spraycan use to 15
- Pistol cost increased to 30 Influence
- Promotion cost now scales to how many bosses you already have. The more bosses, the more expensive it will be. It starts off cheap at 20 influence now.

**Minor Changes**
- Tagging a territory now tells you what territory you actually tagged!
- Added an option to silence the verbose territorial updates you get from gangtools
- Capped how much influence you can get every income at 50
- Updated Centcom report on gangs
- Spraycans always show their inhands now, instead of only when uncapped
- Antag panel now shows how much influence each gang has
- Cleaned up gang code in the traitor panel
- Fixed non-gangers getting gang messages when trying to spray on an invalid territory
2015-04-21 23:23:15 -06:00
Xhuis
6eec44430a Lots of updates 2015-04-21 20:17:10 -04:00
Swag McYolosteinen
dc696c16cc Merge pull request #9028 from Fayrik/CentcomExpansion
Centcom change, Deathsquad buff and Abductors get the new advanced camera console.
2015-04-20 19:03:04 +02:00
Ikarrus
4ff044dc78 Gang v3 has been tested and is now good to go! 2015-04-19 22:26:15 -06:00
Fayrik
000dd98573 Fixes a not-so edge case where ERTs and Deathsquads were reporting failure when they were spawned correctly. 2015-04-19 15:22:49 +01:00
Ikarrus
af7131c7ad Gang Update v3
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.

tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over

NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant

NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger

NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)

NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.
2015-04-19 01:00:17 -06:00
Incoming
f892127b24 Adds the "set round end sound" fun button so admins can override the generic sounds to play something else if want be. 2015-04-18 15:34:03 -04:00
Fayrik
84df0192f4 Buffs Deathsquads. 2015-04-18 00:06:17 +01:00
Cheridan
8b2175b5e9 Merge pull request #8989 from MrStonedOne/patch-8
Removes admin notices on failed logins in isbanned
2015-04-17 09:37:07 -05:00
Cheridan
d6741236b5 Merge pull request #8991 from Fayrik/AllTheSmallThings
One-Click-Antag Tweaks: Now with more jobbans!
2015-04-17 09:30:08 -05:00
AnturK
bc71b4b8b3 * Fixes observers not seeing abductor hivemind
* Fixes humans without glands getting added to experiment history
* Makes science tool marking more intuitive (Just one click to mark anything now)
* Adds small storage space
* Adds Advanced Baton - Stun,Sleep,Cuff in one tool
* Makes console landmarks search for nearby machine/pad instead of spawning them next to it for mappers
* Fixes only one team spawning
* Fixes roundend report
* Fixes adding more teams to the round
2015-04-16 12:15:41 +02:00
Fayrik
f6983f22e4 Age check works with any type of game mode, and nuke teams report failure if there aren't any candidates at all. 2015-04-16 10:13:48 +01:00
Jordie
15a9d37d4e Merge pull request #8975 from MrStonedOne/patch-6
Fixes href exploit relating to admins without +fun being able to force events
2015-04-16 18:19:07 +10:00
Fayrik
772b05d56b New Jobbans, and proper messages for when you fail to spawn antags. 2015-04-15 20:27:44 +01:00
MrStonedOne
eb6279a5a4 Removes admin notices on failed logins in isbanned
This could be used to spam admins, without them having any way to stop it, and as tobba has informed me, isbanned() is called before byond does much validation on the data (like checking that the claimed username exist or validating that they own it), leaving these notices vulnerable to html injection
2015-04-15 10:11:37 -07:00
Swag McYolosteinen
baf3c06171 Merge pull request #8957 from MrStonedOne/I-spent-five-minutes-trying-to-think-up-a-branch-name-and-all-I-got-was-this-lousy-excuse-of-one
Admins can now drag ghosts to mobs to put that ghost in control of that mob
2015-04-15 12:24:13 +02:00
MrStonedOne
2227b7adb3 Adds some sanity checks to admin ghost drag. 2015-04-15 02:58:54 -07:00
MrStonedOne
d9a9ae1358 adds a permission check to force event's topic
There existed a href exploit that allowed any admin to force an event.
2015-04-14 10:48:24 -07:00
MrStonedOne
e1338fed2b fixes a minor mishap with ghostize in admin ghost drops 2015-04-14 07:21:23 -07:00
MrStonedOne
f2e2940255 Makes admin ghost drag use ghostize 2015-04-14 06:01:42 -07:00
MrStonedOne
39decb8bf6 Admins can now drag ghosts to mobs to put that ghost in control of that mob.
This functions the same way as editing the ckey in vv, and has the same permission checks
It requires the admin also be a ghost to avoid conflicts with other drag drop code.
2015-04-13 17:33:04 -07:00
Cheridan
8402c714be Merge pull request #8921 from xxalpha/lovely_vibes
Added /obj/item/stack path to Game Panel.
2015-04-13 16:33:19 -05:00
AnturK
6fa8e5f02d Adds Abduction Mode 2015-04-13 18:40:15 +02:00
Jordie
ae120db87c Merge pull request #8728 from AnturK/action_button
Generic Action\Action Button System
2015-04-13 18:22:08 +10:00
xxalpha
ca8870ad96 Added /obj/effect and /obj/item/weapon/gun path to Quick Create Object. 2015-04-12 18:26:24 +01:00
xxalpha
cb800d3070 Added /obj/item/stack path to Quick Create Object of Game Panel. 2015-04-12 17:38:01 +01:00
Swag McYolosteinen
853009f7e0 Merge pull request #8157 from Xhuis/shadowling_gamemode
Shadowling (MERGE-READY!!)
2015-04-11 17:51:23 +02:00
Xhuis
c9338f7212 Shadowling: RELEASE EDITION 2015-04-11 11:42:02 -04:00
AnturK
e2c869bc77 - Adds generic action and action buttons system 2015-04-11 17:06:43 +02:00
Cheridan
076fc321f0 Merge pull request #8859 from Incoming5643/gutcheck_time
Better admin/config control of mulligans + tweaks
2015-04-10 15:19:42 -05:00
Cheridan
72eacad839 Merge pull request #8854 from MrStonedOne/thisshouldmakethingseasier
Minor permission panel fixes
2015-04-10 12:40:55 -05:00
Incoming
d1892cffbe Organizes the various continuous_round_x config options into one set of config options continuous. Functionality is only there for the same mode that already had that functionality, everything else is continuous always
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.
2015-04-09 16:03:11 -04:00
MrStonedOne
5b2221cd4f Changing/adding an admins rank now updates the player's table 2015-04-09 03:19:55 -07:00
MrStonedOne
af35d31bd9 Fixes the rank button on player panel 2015-04-09 03:19:20 -07:00
Fayrik
98b5f41770 As you can see, I'm an idiot that codes potential infinite loops. (But I also fix it too.) 2015-04-07 21:48:00 +01:00
Jordie
57e1274353 Merge pull request #8624 from Cheridan/day42_betsoff
Day Who-Knows: Bar Gambling Expansion!
2015-04-02 20:15:18 +11:00
Cheridan
9606763e5f Merge pull request #8583 from Fayrik/CentcomExpansion
Centcom Two: It's better now, I swear.
2015-03-30 21:35:19 -05:00