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[PORT] Custom antag objectives and a lot of changeling updates #1272
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Adds an antagonist gain stinger for Revolutionaries, created with inspiration from the obsessed/traitor conversion sounds. https://user-images.githubusercontent.com/28870487/235028674-170a4f9e-a873-4938-a700-536f005e539f.mp4 Raw audio: https://cdn.discordapp.com/attachments/440978216484732934/1101964419203862548/revolutionary_tide.ogg _A distant, hypnotic whistling. The heavy footfalls and clamoring voices of an approaching crowd. The unstoppable revolutionary tide breaks its waves upon an unsuspecting station._ I wanted to try and make something that felt like it fit in with the other antagonist stingers we already have. Let me know what you think! <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Gives a bit more flavor, and helps set the mood for the upcoming bloodbath. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: sound: Revolutionaries now have their own stinger that plays upon becoming that antagonist. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
…6354) ## About The Pull Request Title. ## Why It's Good For The Game Informing players that an ability has some sort of "power consumption" in a description would be very nice to know! Also for the description text in code, I just did whatever its called to make it slightly more legible, as it was just a long line that got slightly cut off. ## Changelog :cl: Jolly spellcheck: Changeling hallucination sting will now tell you it costs 10 chemicals. It always did, but now its there. Cheers? /:cl:
## About The Pull Request - Fixes Augmented Eyesight causing you to lose sight granted by glasses such as mesons. - Replaced the setting of sight flags with, just, using `TRAIT_XRAY`. Same flags. - Fixes changeling eyeballs maintaining flash protection when removed - Fixes ability to regenerate your eyeballs and gain all the upsides with no downside ## Why It's Good For The Game Makes Augmented Eyesight a little more consistent. ## Changelog :cl: Melbert fix: Ling Augmented Eyesight now no longer causes you to lose the effects of your Meson glasses fix: Ling Augmented Eyesight now more consistently tracks the flash protection / vulnerability it confers. /:cl:
- Sorts abilities alphabetically. - Adds a search bar to the Changeling Emporium. ![image](https://github.com/tgstation/tgstation/assets/51863163/beb856ac-8615-4cda-bde4-c1b955fce8f7) ![image](https://github.com/tgstation/tgstation/assets/51863163/829e24e2-186e-4688-be58-67fbea6e91d3) Makes it a bit easier to find the ability you're looking for. :cl: Melbert qol: Changeling Emporium is now sorted alphabetically. qol: Changeling Emporium now has a search bar! /:cl:
Fixes: #76972 - adds no dna stealing sting trait to plasmamen Plasmaman can't get stung and turn others into plasmamens. :cl: fix: Plasmaman DNA can no longer be stolen by changelings. /:cl:
Instead of copy-pasting this `Objective` type and component into every UI, let's just import it yeah? The only one I didn't remove this from is the one Blob uses, because it did some unique things. Left it be. <Details> <Summary> UIs work </Summary> ![image](https://github.com/tgstation/tgstation/assets/51863163/4bd47675-98d5-4f02-825c-50cd3aa2fa63) </Details> Also removed a now-unused Family antag info ui. Cleaner code :cl: Melbert refactor: Refactored display-ing of antag objectives in their UIs /:cl:
![image](https://github.com/tgstation/tgstation/assets/7483112/12d3cf8d-4538-42c3-a962-bf2d6653ef55) ![image](https://github.com/tgstation/tgstation/assets/7483112/60981726-8495-47e8-8924-dd18c000fdfe) This PR adds the ability for solo antagonists (Traitor, Changeling, Heretic, Wizard, Malfunctioning AI, and Ninja) to "write-in" their own objectives in place of the ones the game gave them. For traitors this is located on the uplink (though the button is not present if you aren't the owner of the uplink, thieves can't give you a troll objective) and for everyone else it is on the antagonist information panel. Pressing this button will replace all of your objectives _except_ ones like "escape alive" or "survive" or "die a glorious death". By default a player can only do this once per round, but the Traitor Panel admin tool contains a button which can display the prompt again. Custom-entered objectives are not mechanically tracked in any way and do not report success or failure on the round end screen, whether they were successful or not is up to you the audience. Resultingly, doing this will make you ineligible for getting the hardcore random points from completing your objectives. Admins are capable of using this button to show the prompt to _any_ antagonist, including team antagonists, but do so at their own risk. A single cultist changing their objective to something else only updates them, not their team. Admins can also choose whether or not it replaces existing objectives or just adds a new one entered by the player. When someone sets a new objective, it informs any active administrators of their choice and provides linked buttons to send them a syndicate radio message or immediately smite them, because unfortunately our players cannot always be trusted with arbitrary text entry. I _didn't_ make this a system which requires approval because I don't think admins _want_ that level of micromanagement, although plausibly if it is thought to be a good idea I could add a time delay and reject button similar to the "rename the station" charter item. Heretics work slightly differently and have an "Are you sure?" confirmation other antagonists lack. This is because Heretic objectives are directly tied to ascension, thus by replacing the objectives you are locking yourself out from being able to do it. I don't _necessarily_ think this is a terrible thing, because "try to ascend" _is_ the default objective. There's no point entering a new one if that is what you want to do anyway. While I was in here I gave Ninjas a very rudimentary custom antagonist panel, because they didn't have one. I also made their C4 display where it can be detonated on examine, in case you no longer have the relevant objective to reference. <details> <summary>Other previews</summary> ![image](https://github.com/tgstation/tgstation/assets/7483112/55ca6ce5-a5a5-4201-9bc6-88dd4e4e35a1) ![image](https://github.com/tgstation/tgstation/assets/7483112/cba5b921-addd-4886-8d83-b0b383607efc) ![image](https://github.com/tgstation/tgstation/assets/7483112/69212c87-5a93-4524-ab9a-f2540fc61617) ![image](https://github.com/tgstation/tgstation/assets/7483112/fc5c1d26-18ef-4481-857d-ae4142e13f95) ![image](https://github.com/tgstation/tgstation/assets/7483112/046589ac-e7a5-4006-8087-42e9bcd1016e) </details> It's a reasonably frequent refrain that "Objectives are just guidelines" and that more interesting players should strive to ignore them and do something else, I would hope this would encourage that kind of behaviour. If you _are_ going off and doing your own thing, now other players can actually see what it was that you were trying to do when the round ends (and judge you based on whether you actually did it). :cl: add: Traitors, Changelings, Heretics, Wizards, Malfunctioning AIs, and Ninjas can now all reject their original objectives and provide one of their own in its place. A Heretic doing this will no longer be able to ascend. add: "Custom" objectives which aren't mechanically tracked will no longer report success or failure upon round end. qol: Space Ninja spider charges will now display where they can be detonated when examined, if you are a ninja. /:cl:
## About The Pull Request Fixes #78198 Tentacle and bloodchiller had antimagic flags that they inherited from `gun/magic` and were unusable if you had magic immunity. I set those flags to `NONE` ## Why It's Good For The Game Fixes a bug ## Changelog :cl: fix: Changeling tentacle and bloodchiller from xenobio will no longer stop working if you have antimagic /:cl:
…ter one (#78294) ## About The Pull Request Replaced a tip of the round about using fleshmend/carpotoxin to heal scars after regenerating with a similar but better scar-related changeling tip ## Why It's Good For The Game Carpotoxin no longer removes scars (#59382), so that's misleading and nobody cares about regenerate leaving scars after wounds just like normally-healed wounds do. Knowledge about scars transferring after transformation is more useful in my opinion ## Changelog :cl: spellcheck: Replaced an irrelevant tip of the round about scars with a better one /:cl:
… support for 0 cost changeling abilities. (#76301) ![image](https://github.com/tgstation/tgstation/assets/51863163/190d0dda-6899-468d-9a3e-5df05d7b1414) - Adds a new PASSIVE changeling ability, totally not stolen from The Thing, called Defibrillator Grasp. If someone attempts to defibrillate your body while you are in stasis or dead, you will instantly be revived at full strength. Additionally, the person doing the defibbing will have both of their arms removed (or if they're a cyborg they'll just be stunned). - Adds support for 0 cost changeling abilities. DNA sting is now 0 cost / optionally learned. The intent of this ability to add a new avenue for stealthier changelings to spring upon their victims - faking their death only to get brought to medical, then springing up like a bat out of hell and pouncing upon a now vulnerable medical doctor. Or maybe pretending to be another type of criminal to get brought to the brig medbay and revived, then suddenly jumping up and striking out. As for the DNA sting change - Ling gets a ton of buttons to start and people don't often use a lot of them. DNA sting is a prime example. By moving some to just "zero cost, optional", trims down on some action ability bloat. :cl: Melbert add: Added a new 0 cost passive changeling ability, the Defibrillator Grasp. add: DNA sing is now no longer innate, but 0 cost, allowing changelings to not take it if they don't plan on using it. /:cl:
…MI (#78342) - If a changeling's decoy brain is placed in an MMI, they will now be prompted to speak through it. - They can speak through the decoy even if incapacitated or dead (or fake-dead). https://github.com/tgstation/tgstation/assets/51863163/804bd48a-c4b8-4feb-b021-019ea70e4b8e The oft-controversial ling MMI test has been brought up time and time again so I figure I throw my cards in for a solution. We want as few ways as possible for people to hard and fast discover whether someone is an antag, especially changling which is supposed to revel in paranoia. This soft-patches out a big way, the MMI test, in which you place a ling's brain in an MMI to determine if it's vestigial and therefore, a ling. Now the ling player can provide some benefit of the doubt by speaking through the brain as normal, appearing active while actually in their body still. :cl: Melbert add: Changelings can now speak through their decoy brain if it is placed in an MMI, to maintain the illusion they are actually dead and have been debrained. /:cl:
Fixes #74168 I was going to make changes to the changeling spacesuit so that it works on Icebox but then I thought, why not _not_ do that. This isn't a commonly picked adaption so why don't we make it a little better. What's more spooky, hearing a knock on the window and seeing a fat suit outside? Or this? ![image](https://github.com/tgstation/tgstation/assets/7483112/b87dec0c-5e98-45a5-8f83-f7a2967c743f) Picking Void Adaption will now make you immune to low temperature and pressure (but not high temperature and pressure) and you will stop breathing. If you enter an area with low temperature or pressure then your chemical regeneration rate will decrease until you leave that area. Because it doesn't put a suit on you, it now also works during Lesser Form. While testing this I noticed that we weren't calling `Grant` on passive changeling abilities for some reason, I replaced that with the already-written interface for making "an action which doesn't give you a button". If people really _really_ miss the fat suit I guess I'll rework that instead, but I think I like this more. Makes a niche-pick ability more useful and easier to use. Meteor Changelings who land on Icebox now don't roll a dice to see if they get instantly knocked out by the atmosphere there. :cl: balance: The Changeling Space Suit has been replaced by a new ability which makes you passively spaceproof without replacing your clothing. admin: Editing the atmos sensitivity variables on a basic mob during the game will now actually do something. /:cl:
Like the captain has innate knowledge of the golden safe code, the Chief Engineer should know the daily key of the message server. It's a perk of the job. :cl: add: Added the daily (roundstart) message server key to the Chief Engineer's memories. /:cl: --------- Co-authored-by: distributivgesetz <[email protected]>
…hen nothing was purchased (#80480) ## About The Pull Request #80108 added `on_purchase` calls to `regain_powers` as a bugfix, due to some powers having effects ONLY in "purchase". Unfortunately we put blackbox logging in there. So every time `regain_powers` is called, it incremented the tally by one despite the fact that they weren't purchasing anything, they were already purchased.
…cRamon) (#81394) The original PR has went stale for a long while now, which is a pity, since it's an overall improvement on lingus' sprites: #80702 >Old changeling sprites look old and boring, we thought they should get an update :cl: MelokGleb and KREKS, McRamon, Ghommie image: New sprites for changeling powers and items. Woooh. /:cl: --------- Co-authored-by: MelokGleb <[email protected]>
… in an MMI (#78342)" This reverts commit 6003eec.
Does the changes for Changling require the custom antagonist objective framework? Or no? |
Nah I was generally porting a lot of antag related stuff, most of it was changeling and the the custom objectives. I left it at that because I didn't want this pr to be a a pain to review due to the amount of changes it did with just changeling stuff and custom objectives. The branch is named tgantagstuff after all heh. |
That's true. I was just curious if the custom antag objectives were required with the rest of this or not in case we want to have that separated out for one reason or another. |
## About The Pull Request Fixes #76665 `fakedeath` early returned if the mob was dead, I guess it assumed if you were dead dead you wouldn't want to become fake dead as well I removed that because it's definitely a valid use case, in my eyes, that you would be able to apply the fakedeath traits to a mob who is dead, for the event they are revived at some point (to still appear dead) ## Why It's Good For The Game Lings rely on this ## Changelog :cl: Melbert fix: Fix ling revival for full-dead lings /:cl:
About The Pull Request
Ports:
changeling_power_purchase
when nothing was purchased tgstation/tgstation#80480Why It's Good For The Game
Keeps us up to date with tg, custom objectives are pretty fitting for an rp server too. I left out the stuff that buffs changelings since we don't want that here. Most of the stuff here is qol and fixes.
Testing Screenshots
This "Should" work with contractors, needs a tm first since I can't test it locally (contractor market still works so I'm assuming the rest works)
Changelog
🆑 Rhials, Jolly-66, MrMelbert, Jacquerel, cnleth, Ghommie, MelokGleb and KREKS, McRamon
sound: Revolutionaries now have their own stinger that plays upon becoming that antagonist.
spellcheck: Changeling hallucination sting will now tell you it costs 10 chemicals. It always did, but now its there. Cheers?
fix: Ling Augmented Eyesight now no longer causes you to lose the effects of your Meson glasses
fix: Ling Augmented Eyesight now more consistently tracks the flash protection / vulnerability it confers.
qol: Changeling Emporium is now sorted alphabetically.
qol: Changeling Emporium now has a search bar!
refactor: Refactored display-ing of antag objectives in their UIs
add: Traitors, Changelings, Heretics, Wizards, Malfunctioning AIs, and Ninjas can now all reject their original objectives and provide one of their own in its place. A Heretic doing this will no longer be able to ascend.
add: "Custom" objectives which aren't mechanically tracked will no longer report success or failure upon round end.
qol: Space Ninja spider charges will now display where they can be detonated when examined, if you are a ninja.
fix: Changeling tentacle and bloodchiller from xenobio will no longer stop working if you have antimagic
spellcheck: Replaced an irrelevant tip of the round about scars with a better one
add: Added a new 0 cost passive changeling ability, the Defibrillator Grasp.
add: DNA sing is now no longer innate, but 0 cost, allowing changelings to not take it if they don't plan on using it.
balance: The Changeling Space Suit has been replaced by a new ability which makes you passively spaceproof without replacing your clothing.
admin: Editing the atmos sensitivity variables on a basic mob during the game will now actually do something.
add: Added the daily (roundstart) message server key to the Chief Engineer's memories.
image: New sprites for changeling powers and items. Woooh.
fix: Fix ling revival for full-dead lings
/:cl: