basically i fucking hate map merge conflicts

This commit is contained in:
Kraseo
2020-04-04 16:32:45 +02:00
154 changed files with 2960 additions and 1544 deletions
+3
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@@ -99,6 +99,9 @@
/area/holodeck/rec_center/winterwonderland
name = "Holodeck - Winter Wonderland"
/area/holodeck/rec_center/wrestlingarena
name = "Holodeck - Wrestling Arena"
// Bad programs
/area/holodeck/rec_center/burn
+1 -1
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@@ -511,7 +511,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
drafted_rules -= starting_rule
starting_rule.trim_candidates()
starting_rule.scale_up(extra_rulesets_amount, threat)
starting_rule.scale_up(extra_rulesets_amount, threat_level)
if (starting_rule.pre_execute())
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> [starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
if(starting_rule.flags & HIGHLANDER_RULESET)
@@ -241,5 +241,5 @@
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
flags = TRAITOR_RULESET
flags = TRAITOR_RULESET | MINOR_RULESET
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 2)
@@ -53,6 +53,8 @@ Property weights are:
var/turf/T = get_turf(H)
if(H.stat != DEAD && is_station_level(T.z) && !("Station" in H.faction))
threat += H.threat()
for(var/obj/item/phylactery/P in GLOB.poi_list)
threat += 25 // can't be giving them too much of a break
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M?.mind?.assigned_role && M.stat != DEAD)
var/datum/job/J = SSjob.GetJob(M.mind.assigned_role)
@@ -135,17 +137,19 @@ Property weights are:
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.trim_candidates()
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
pick this particular ruleset.
Let's use a toy example: there's 60 threat level and 10 threat spent.
We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
var/threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
var/threat_weight = 1
if(!(rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
pick this particular ruleset.
Let's use a toy example: there's 60 threat level and 10 threat spent.
We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -168,8 +172,10 @@ Property weights are:
rule.candidates = list(newPlayer)
rule.trim_candidates()
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
var/threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
var/threat_weight = 1
if(!(rule.flags & MINOR_RULESET))
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -200,7 +206,7 @@ Property weights are:
weight = 1
event_frequency_lower = 2 MINUTES
event_frequency_upper = 10 MINUTES
flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
flags = WAROPS_ALWAYS_ALLOWED
min_players = 40
var/refund_cooldown = 0
@@ -245,7 +251,10 @@ Property weights are:
config_tag = "random"
weight = 1
desc = "No weighting at all; every ruleset has the same chance of happening. Cooldowns vary wildly. As random as it gets."
forced_threat_level = 100
/datum/dynamic_storyteller/random/on_start()
..()
GLOB.dynamic_forced_threat_level = rand(0,100)
/datum/dynamic_storyteller/random/get_midround_cooldown()
return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
@@ -318,9 +327,10 @@ Property weights are:
property_weights = list("story_potential" = 2)
/datum/dynamic_storyteller/story/do_process()
/datum/dynamic_storyteller/story/calculate_threat()
var/current_time = (world.time / SSautotransfer.targettime)*180
mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.5),0.1)
mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.25),0.1)
..()
/datum/dynamic_storyteller/classic
name = "Classic"
+2 -2
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@@ -663,7 +663,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if(count)
target_amount = count
update_explanation_text()
/*
/datum/objective/capture
name = "capture"
var/captured_amount = 0
@@ -709,7 +709,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if(count)
target_amount = count
update_explanation_text()
*/
//Changeling Objectives
/datum/objective/absorb
+5 -2
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@@ -77,14 +77,14 @@
/datum/sabotage_objective/processing/supermatter/can_run()
return (locate(/obj/machinery/power/supermatter_crystal) in GLOB.machines)
/*
/datum/sabotage_objective/station_integrity
name = "Make sure the station is at less than 80% integrity by the end. Smash walls, windows etc. to reach this goal."
sabotage_type = "integrity"
/datum/sabotage_objective/station_integrity/check_conditions()
return 5-(max(SSticker.station_integrity*4,320)/80)
*/
/datum/sabotage_objective/cloner
name = "Destroy all Nanotrasen cloning machines."
sabotage_type = "cloner"
@@ -98,6 +98,9 @@
special_equipment = list(/obj/item/aiModule/syndicate)
excludefromjob = list("Chief Engineer","Research Director","Head of Personnel","Captain","Chief Medical Officer","Head Of Security")
/datum/sabotage_objective/ai_law/can_run()
return length(active_ais())
/datum/sabotage_objective/ai_law/check_conditions()
for (var/i in GLOB.ai_list)
var/mob/living/silicon/ai/aiPlayer = i
+33 -23
View File
@@ -207,11 +207,14 @@
/obj/machinery/sleeper/ui_data()
var/list/data = list()
var/chemical_list = list()
var/blood_percent = 0
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["efficiency"] = efficiency
data["current_vol"] = reagents.total_volume
data["tot_capacity"] = reagents.maximum_volume
data["blood_levels"] = blood_percent
data["blood_status"] = "Patient either has no blood, or does not require it to function."
data["chemical_list"] = chemical_list
data["chems"] = list()
for(var/chem in available_chems)
@@ -247,10 +250,13 @@
data["occupant"]["fireLoss"] = mob_occupant.getFireLoss()
data["occupant"]["cloneLoss"] = mob_occupant.getCloneLoss()
data["occupant"]["brainLoss"] = mob_occupant.getOrganLoss(ORGAN_SLOT_BRAIN)
data["occupant"]["reagents"] = list()
if(mob_occupant.reagents && mob_occupant.reagents.reagent_list.len)
if(mob_occupant.reagents.reagent_list.len)
for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
data["occupant"]["reagents"] += list(list("name" = R.name, "volume" = R.volume))
chemical_list += list(list("name" = R.name, "volume" = R.volume))
else
chemical_list = "Patient has no reagents."
data["occupant"]["failing_organs"] = list()
var/mob/living/carbon/C = mob_occupant
if(C)
@@ -259,21 +265,25 @@
continue
data["occupant"]["failing_organs"] += list(list("name" = Or.name))
if(mob_occupant.has_dna()) // Blood-stuff is mostly a copy-paste from the healthscanner.
var/blood_id = C.get_blood_id()
if(blood_id)
data["occupant"]["blood"] = list() // We can start populating this list.
var/blood_type = C.dna.blood_type
if(!(blood_id in GLOB.blood_reagent_types)) // special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
else
blood_type = blood_id
data["occupant"]["blood"]["maxBloodVolume"] = (BLOOD_VOLUME_NORMAL*C.blood_ratio)
data["occupant"]["blood"]["currentBloodVolume"] = C.blood_volume
data["occupant"]["blood"]["dangerBloodVolume"] = BLOOD_VOLUME_SAFE
data["occupant"]["blood"]["bloodType"] = blood_type
if(istype(C)) //Non-carbons shouldn't be able to enter sleepers, but this is to prevent runtimes if something ever breaks
if(mob_occupant.has_dna()) // Blood-stuff is mostly a copy-paste from the healthscanner.
blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100)
var/blood_id = C.get_blood_id()
var/blood_warning = ""
if(blood_percent < 80)
blood_warning = "Patient has low blood levels."
if(blood_percent < 60)
blood_warning = "Patient has DANGEROUSLY low blood levels."
if(blood_id)
var/blood_type = C.dna.blood_type
if(!(blood_id in GLOB.blood_reagent_types)) // special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
if(R)
blood_type = R.name
else
blood_type = blood_id
data["blood_status"] = "Patient has [blood_type] type blood. [blood_warning]"
data["blood_levels"] = blood_percent
return data
/obj/machinery/sleeper/ui_act(action, params)
@@ -309,14 +319,14 @@
if(allowed(usr))
if(!is_operational())
return
reagents.remove_reagent(chem, 10)
reagents.remove_reagent(chem, 1000)
return
if(chem in available_chems)
if(!is_operational())
return
/*var/datum/reagent/R = reagents.has_reagent(chem) //For when purity effects are in
if(R.purity < 0.8)*/
reagents.remove_reagent(chem, 10)
reagents.remove_reagent(chem, 1000)
else
visible_message("<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
@@ -159,6 +159,8 @@
if(CHECK_BITFIELD(obj_flags, EMAGGED) && !exploding_hell)
exploding_hell = TRUE
explode_EVERYTHING()
if(QDELETED(src))
return
if(mine_sound)
switch(rand(1,3)) //Play every time a mine is hit
if(1)
@@ -367,10 +369,10 @@
var/row_limit = rows-1
var/column_limit = columns-1
var/mine_limit_v2 = mine_limit
if(rows > 11)
row_limit = 10
if(columns > 11)
column_limit = 10
if(rows > 21)
row_limit = 20
if(columns > 21)
column_limit = 20
if(mine_limit > (rows*columns) * 0.25)
mine_limit_v2 = 24
message_admins("[key_name_admin(user)] failed an emagged Minesweeper arcade and has unleashed an explosion armageddon of size [row_limit],[column_limit] around [ADMIN_LOOKUPFLW(user.loc)]!")
@@ -378,12 +380,27 @@
explosion(loc, 2, 5, 10, 15) //Thought you could survive by putting as few mines as possible, huh??
else
explosion(loc, 1, 3, rand(1,5), rand(1,10))
for(var/y69=y-row_limit;y69<y+row_limit;y69++) //Create a shitton of explosions in irl turfs if we lose, it will probably kill us
for(var/x69=x-column_limit;x69<x+column_limit;x69++)
if(prob(mine_limit_v2)) //Probability of explosion happening, according to how many mines were on the board... up to a limit
var/explosionloc
explosionloc = locate(y69,x69,z)
explosion(explosionloc, 0, rand(1,2),rand(1,5),rand(3,10), adminlog = FALSE)
var/list/targets = list()
var/cur_y = y - round(row_limit * 0.5, 1)
var/start_x = x - round(column_limit * 0.5, 1)
for(var/row in table) //translate the mines locations into actual turf coordinates.
if(!locate(cur_y, start_x, z))
continue
var/cur_x = start_x
for(var/column in row)
var/coord_value = table[row][column]
if(coord_value == 10 || coord_value == 0) //there is a mine in here.
var/turf/target = locate(cur_y, cur_x, z)
if(!target)
continue
targets += target
cur_x++
cur_y++
var/num_explosions = 0
for(var/T in shuffle(targets)) //Create a shitton of explosions in irl turfs if we lose, it will probably kill us
addtimer(CALLBACK(GLOBAL_PROC, /proc/explosion, T, 0, rand(1,2),rand(1,5),rand(3,10), FALSE), 15 * ++num_explosions)
if(num_explosions == mine_limit_v2)
return
#undef MINESWEEPERIMG
#undef MINESWEEPER_GAME_MAIN_MENU
+2 -2
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@@ -384,8 +384,8 @@
desc = "The POWER that gamers CRAVE! In partnership with Vlad's Salad."
icon_state = "poster39"
/obj/structure/sign/poster/contraband/sun_kist
name = "Sun-kist"
/obj/structure/sign/poster/contraband/starkist
name = "Star-kist"
desc = "Drink the stars!"
icon_state = "poster40"
+7 -2
View File
@@ -13,6 +13,7 @@
var/lit = FALSE
var/infinite = FALSE
var/start_lit = FALSE
var/heats_space = TRUE
/obj/item/candle/Initialize()
. = ..()
@@ -35,7 +36,7 @@
return ..()
/obj/item/candle/get_temperature()
return lit * heat
return lit * heat * heats_space
/obj/item/candle/proc/light(show_message)
if(!lit)
@@ -67,7 +68,8 @@
new /obj/item/trash/candle(loc)
qdel(src)
update_icon()
open_flame()
if(heats_space)
open_flame()
/obj/item/candle/attack_self(mob/user)
if(put_out_candle())
@@ -77,4 +79,7 @@
infinite = TRUE
start_lit = TRUE
/obj/item/candle/infinite/hugbox
heats_space = FALSE
#undef CANDLE_LUMINOSITY
+20 -13
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@@ -113,24 +113,24 @@
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff"
item_state = "coil"
item_color = "red"
color = "#ff0000"
color = "red"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron=150, /datum/material/glass=75)
breakouttime = 300 //Deciseconds = 30s
cuffsound = 'sound/weapons/cablecuff.ogg'
/obj/item/restraints/handcuffs/cable/Initialize(mapload, param_color)
. = ..()
var/list/cable_colors = GLOB.cable_colors
item_color = param_color || item_color || pick(cable_colors)
if(cable_colors[item_color])
item_color = cable_colors[item_color]
color = null
add_atom_colour(item_color, FIXED_COLOUR_PRIORITY)
cuffsound = 'sound/weapons/cablecuff.ogg'
/obj/item/restraints/handcuffs/cable/attack_self(mob/user)
to_chat(user, "<span class='notice'>You start unwinding the cable restraints back into coil</span>")
if(!do_after(user, 25, TRUE, user))
return
qdel(src)
var/obj/item/stack/cable_coil/coil = new(get_turf(user))
coil.amount = 15
user.put_in_hands(coil)
coil.color = color
to_chat(user, "<span class='notice'>You unwind the cable restraints back into coil</span>")
/obj/item/restraints/handcuffs/cable/red
item_color = "red"
color = "#ff0000"
@@ -162,6 +162,13 @@
/obj/item/restraints/handcuffs/cable/white
item_color = "white"
/obj/item/restraints/handcuffs/cable/random
/obj/item/restraints/handcuffs/cable/random/Initialize(mapload)
. = ..()
var/list/cable_colors = GLOB.cable_colors
color = pick(cable_colors)
/obj/item/restraints/handcuffs/cable/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/rods))
+1 -1
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@@ -494,7 +494,7 @@
S.ckey = C.ckey
S.status_flags |= GODMODE
S.language_holder = user.language_holder.copy(S)
S.AddElement(/datum/element/ghost_role_eligibility)
S.AddElement(/datum/element/ghost_role_eligibility,penalize_on_ghost = TRUE)
START_PROCESSING(SSprocessing,src)
var/input = stripped_input(S,"What are you named?", ,"", MAX_NAME_LEN)
@@ -21,7 +21,7 @@
if (!spell)
return FALSE
if (autorobeless && spell.clothes_req)
spell.clothes_req = FALSE
spell.clothes_req = NONE
target.AddSpell(spell)
return TRUE
+1 -1
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@@ -83,7 +83,7 @@
/obj/item/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
var/turf/here = get_turf(src)
if((H.z == 0 || H.z == here.z) && istype(H.w_uniform, /obj/item/clothing/under))
if(H && (H.z == 0 || H.z == here.z) && istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
// Suit sensors must be on maximum.
@@ -182,8 +182,8 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
new/datum/stack_recipe("crate", /obj/structure/closet/crate, 5, time = 90, one_per_turf = TRUE), \
null, \
new /datum/stack_recipe_list("airlock assemblies", list( \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 6, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("vault door assembly", /obj/structure/door_assembly/door_assembly_vault, 8, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("vault door assembly", /obj/structure/door_assembly/door_assembly_vault, 6, time = 50, one_per_turf = 1, on_floor = 1), \
)), \
))
+1 -1
View File
@@ -15,7 +15,7 @@
attack_verb = list("beaten")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/stamforce = 25
var/stamforce = 35
var/status = FALSE
var/knockdown = TRUE
var/obj/item/stock_parts/cell/cell
+28 -2
View File
@@ -498,7 +498,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "catwhip"
/obj/item/melee/skateboard
name = "skateboard"
name = "improvised skateboard"
desc = "A skateboard. It can be placed on its wheels and ridden, or used as a strong weapon."
icon_state = "skateboard"
item_state = "skateboard"
@@ -506,11 +506,37 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
throwforce = 4
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("smacked", "whacked", "slammed", "smashed")
///The vehicle counterpart for the board
var/board_item_type = /obj/vehicle/ridden/scooter/skateboard
/obj/item/melee/skateboard/attack_self(mob/user)
new /obj/vehicle/ridden/scooter/skateboard(get_turf(user))
if(!user.canUseTopic(src, TRUE, FALSE, TRUE))
return
var/obj/vehicle/ridden/scooter/skateboard/S = new board_item_type(get_turf(user))
S.buckle_mob(user)
qdel(src)
/obj/item/melee/skateboard/pro
name = "skateboard"
desc = "A RaDSTORMz brand professional skateboard. It looks sturdy and well made."
icon_state = "skateboard2"
item_state = "skateboard2"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/pro
/obj/item/melee/skateboard/hoverboard
name = "hoverboard"
desc = "A blast from the past, so retro!"
icon_state = "hoverboard_red"
item_state = "hoverboard_red"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/hoverboard
/obj/item/melee/skateboard/hoverboard/admin
name = "\improper Board Of Directors"
desc = "The engineering complexity of a spaceship concentrated inside of a board. Just as expensive, too."
icon_state = "hoverboard_nt"
item_state = "hoverboard_nt"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/hoverboard/admin
/obj/item/melee/baseball_bat
name = "baseball bat"
desc = "There ain't a skull in the league that can withstand a swatter."
@@ -243,6 +243,7 @@
//door.req_access = req_access
door.electronics = electronics
door.heat_proof = heat_proof_finished
door.security_level = 0
if(electronics.one_access)
door.req_one_access = electronics.accesses
else
@@ -114,7 +114,7 @@
airlock_type = /obj/machinery/door/airlock/highsecurity
noglass = TRUE
material_type = /obj/item/stack/sheet/plasteel
material_amt = 6
material_amt = 4
/obj/structure/door_assembly/door_assembly_vault
name = "vault door assembly"
@@ -124,7 +124,7 @@
airlock_type = /obj/machinery/door/airlock/vault
noglass = TRUE
material_type = /obj/item/stack/sheet/plasteel
material_amt = 8
material_amt = 6
/obj/structure/door_assembly/door_assembly_shuttle
name = "shuttle airlock assembly"
@@ -674,17 +674,14 @@
O.equip(new_spawn, FALSE, new_spawn.client)
SSjob.equip_loadout(null, new_spawn, FALSE)
SSquirks.AssignQuirks(new_spawn, new_spawn.client, TRUE, TRUE, null, FALSE, new_spawn)
new_spawn.AddElement(/datum/element/ghost_role_eligibility)
new_spawn.AddElement(/datum/element/ghost_role_eligibility, free_ghosting = TRUE)
new_spawn.AddElement(/datum/element/dusts_on_catatonia)
new_spawn.AddElement(/datum/element/dusts_on_leaving_area,list(A.type,/area/hilbertshotel))
ADD_TRAIT(new_spawn, TRAIT_SIXTHSENSE, GHOSTROLE_TRAIT)
ADD_TRAIT(new_spawn, TRAIT_EXEMPT_HEALTH_EVENTS, GHOSTROLE_TRAIT)
ADD_TRAIT(new_spawn, TRAIT_NO_MIDROUND_ANTAG, GHOSTROLE_TRAIT) //The mob can't be made into a random antag, they are still elegible for ghost roles popups.
ADD_TRAIT(new_spawn, TRAIT_NO_MIDROUND_ANTAG, GHOSTROLE_TRAIT) //The mob can't be made into a random antag, they are still eligible for ghost roles popups.
ADD_TRAIT(new_spawn, TRAIT_PACIFISM, GHOSTROLE_TRAIT)
to_chat(new_spawn,"<span class='boldwarning'>You may be sharing your cafe with some ninja-captured individuals, so make sure to only interact with the ghosts you hear as a ghost!</span>")
to_chat(new_spawn,"<span class='boldwarning'>You can turn yourself into a ghost and freely reenter your body with the ghost action.</span>")
var/datum/action/ghost/G = new(new_spawn)
G.Grant(new_spawn)
to_chat(new_spawn,"<span class='boldwarning'>Ghosting is free!</span>")
var/datum/action/toggle_dead_chat_mob/D = new(new_spawn)
D.Grant(new_spawn)