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Deletes all gamemodes in favor of storytellers (#22661)
* storytellers * Update _base_event.dm * Update _base_event.dm * storytellers and midround events * work * antags * last * Update vote.dm * fixes * Update backrooms.dm * so long gay dynamic * Update vote.dm * dynamic unit test * cleanup * delete minimum pop * fix * storyteller tweaks * traitor awakening * Update traitor.dm * Update _basemap.dm * Update ghost.dm * oh god so much stuff * Update _logging.dm * buh bye events * Update nuclearbomb.dm * Update collections.ts * Revert "Update collections.ts" This reverts commit ff93cf1. * maybe * fix * fix * Update game_mode.dm * fixes * fixes and more logging * oh good gravy * Update portal_storm.dm * bring them back * Update gamemode_subsystem.dm * Update admin_verbs.dm * Update force_event.dm * damnit * Update _base_event.dm * fixes * more * it compiles :) * more * passes linter * Update radiation_leak.dm * Update dolphin_migration.dm * Update brother.dm * Update gamemode_subsystem.dm * Update _base_event.dm * Update _base_event.dm * updates * fixup * add vampire remove prompt * Update vampire.dm * Update vampire.dm * Update vampire.dm * Update _base_event.dm * Update gamemode_subsystem.dm * Update gamemode_subsystem.dm * Update dolphin_migration.dm * fix migration * title icon * fixes * formatting * Update gamemode_subsystem.dm * Update tzimisce.dm * Update tzimisce.dm * Update gamemode_subsystem.dm * Update storytellers.dm * tweak for our pop * Update darkspawn.dm * Update gamemode_subsystem.dm * tweaks and fixes * more and less roundstart * Update ghost.dm * lol lets just port the voting system * Update scrubber_overflow.dm * fix scrubber * bye gamemode * cleanup * Update clown_operative.dm * Update clown_operative.dm * Update _base_event.dm * probably fixed * Update supermatter_surge.dm * buh bye * Update brain_trauma.dm * more * new pseudogamemode vote * tweaks * Update gamemode_subsystem.dm * Update high_priority_bounty.dm * Update gamemode_subsystem.dm * Update storytellers.dm * Update high_priority_bounty.dm * tweaks * Update high_priority_bounty.dm * Update high_priority_bounty.dm * fixes * fixes * tweak * Update obsessed.dm * so long pal * Update battleroyale.dm * deletions * Update implant_dusting.dm * bye * uplinks fix * Update uplink_items.dm * Update uplink_items.dm * delete more gamemodes * more * lol one ctrl f change * hm what * Update antagonists.dm * Revert "Update antagonists.dm" This reverts commit c3c2ee1. * Revert "hm what" This reverts commit 43dbbce. * Revert "lol one ctrl f change" This reverts commit 95e28f5. * cleanup * more stuff * more deletion * this one gone too * you and only you i shall save * Update revolution.dm * hold this please * it's done * bye admin stuff * Update uplink.dm * Update alert.dm * should be fine * fixes * tweaks * fixes * fixes * Update ticker.dm * this is important * Update heretic.dm * Update clown_operative.dm * rewrite * fixes * Update clockwork_cult.dm * fixes * Update uplink_items.dm * reorganize * Update objective.dm * rewrite nightmare * Update storytellers.dm * tweak * tweaks * Update stray_cargo.dm * Update stray_cargo.dm * Update stray_cargo.dm * delete unneeded tgui * Update ticker.dm * Update roundend.dm * Update anomaly_grav.dm * Update gamemode_subsystem.dm * Update statpanel.dm * Update statpanel.dm * no additional delay * clean up * Update _base_event.dm * Update _event.dm * antag token and brothers * no token picked * Update _base_event.dm --------- Co-authored-by: Byemoh <[email protected]>
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code/__DEFINES/anomalies.dm

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///Defines if rad anomaly can spawn rad goat can have
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#define ANOMALY_RADIATION_NO_GOAT 0
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#define ANOMALY_RADIATION_YES_GOAT 1
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/**
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* # Anomaly Defines
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* This file contains defines for the random event anomaly subtypes.
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*/
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///Time in ticks before the anomaly goes poof/explodes depending on type.
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#define ANOMALY_COUNTDOWN_TIMER (200 SECONDS) // monke edit: 99 seconds -> 200 seconds
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/**
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* Nuisance/funny anomalies
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*/
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///Time in seconds before anomaly spawns
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#define ANOMALY_START_MEDIUM_TIME (6 EVENT_SECONDS)
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///Time in seconds before anomaly is announced
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#define ANOMALY_ANNOUNCE_MEDIUM_TIME (2 EVENT_SECONDS)
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///Let them know how far away the anomaly is
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#define ANOMALY_ANNOUNCE_MEDIUM_TEXT "long range scanners. Expected location:"
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/**
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* Chaotic but not harmful anomalies. Give the station a chance to find it on their own.
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*/
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///Time in seconds before anomaly spawns
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#define ANOMALY_START_HARMFUL_TIME (2 EVENT_SECONDS)
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///Time in seconds before anomaly is announced
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#define ANOMALY_ANNOUNCE_HARMFUL_TIME (30 EVENT_SECONDS)
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///Let them know how far away the anomaly is
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#define ANOMALY_ANNOUNCE_HARMFUL_TEXT "localized scanners. Detected location:"
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/**
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* Anomalies that can fuck you up. Give them a bit of warning.
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*/
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///Time in seconds before anomaly spawns
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#define ANOMALY_START_DANGEROUS_TIME (2 EVENT_SECONDS)
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///Time in seconds before anomaly is announced
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#define ANOMALY_ANNOUNCE_DANGEROUS_TIME (30 EVENT_SECONDS)
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///Let them know how far away the anomaly is
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#define ANOMALY_ANNOUNCE_DANGEROUS_TEXT "localized scanners. Detected location:"

code/__DEFINES/antagonists.dm

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/// Checks if the given mob is a wizard
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#define IS_WIZARD(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/wizard))
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/// Checks if the given mob is a devil
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#define IS_DEVIL(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/devil))
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/// Checks if the given mob is a revolutionary. Will return TRUE for rev heads as well.
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#define IS_REVOLUTIONARY(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/rev))
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/// Checks if the given mob is a malf ai.
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#define IS_MALF_AI(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/malf_ai))
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/// Checks if the given mob is infected.
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#define IS_INFECTED(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/zombie))
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/// Checks if the given mob is a changeling
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#define IS_CHANGELING(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/changeling))
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/// Checks if the given mob is a vampire
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#define IS_VAMPIRE(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/vampire))
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// Antag resource defines
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#define ANTAG_RESOURCE_DARKSPAWN "psi"
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#define ANTAG_RESOURCE_VAMPIRE "blood"

code/__DEFINES/callbacks.dm

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#define GLOBAL_PROC "some_magic_bullshit"
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/// A shorthand for the callback datum, [documented here](datum/callback.html)
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#define CALLBACK new /datum/callback
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///Per the DM reference, spawn(-1) will execute the spawned code immediately until a block is met.
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#define MAKE_SPAWN_ACT_LIKE_WAITFOR -1
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///Create a codeblock that will not block the callstack if a block is met.
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#define ASYNC spawn(MAKE_SPAWN_ACT_LIKE_WAITFOR)
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#define INVOKE_ASYNC world.ImmediateInvokeAsync
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// Grey Tide event signals
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/// Sent when the Grey Tide event begins affecting the station.
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/// (list/area/greytide_areas)
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#define COMSIG_GLOB_GREY_TIDE "grey_tide"
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/// A different signal, used specifically for flickering the lights during the event
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#define COMSIG_GLOB_GREY_TIDE_LIGHT "grey_tide_light"
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/// Signal sent by round event controls when they create round event datums before calling setup() on them: (datum/round_event_control/source_event_control, datum/round_event/created_event)
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#define COMSIG_CREATED_ROUND_EVENT "creating_round_event"

code/__DEFINES/dcs/signals/signals_global.dm

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#define COMSIG_GLOB_PRE_RANDOM_EVENT "!pre_random_event"
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/// Do not allow this random event to continue.
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#define CANCEL_PRE_RANDOM_EVENT (1<<0)
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/// Called by (/datum/round_event_control/RunEvent).
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#define COMSIG_GLOB_RANDOM_EVENT "!random_event"
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/// Do not allow this random event to continue.
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#define CANCEL_RANDOM_EVENT (1<<0)
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/// a person somewhere has thrown something : (mob/living/carbon/carbon_thrower, target)
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#define COMSIG_GLOB_CARBON_THROW_THING "!throw_thing"
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/// a trapdoor remote has sent out a signal to link with a trapdoor

code/__DEFINES/events.dm

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#define EVENT_READY 1
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#define EVENT_CANCELLED 2
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#define EVENT_INTERRUPTED 3
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/// Return from admin setup to stop the event from triggering entirely.
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#define ADMIN_CANCEL_EVENT "cancel event"
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/// Event can never be triggered by wizards
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#define NEVER_TRIGGERED_BY_WIZARDS -1
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/// Event can only run on a map set in space
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#define EVENT_SPACE_ONLY (1 << 0)
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/// Event can only run on a map which is a planet
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#define EVENT_PLANETARY_ONLY (1 << 1)
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/// Event timer in seconds
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#define EVENT_SECONDS *0.5
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///Backstory key for the fugitive solo backstories
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#define FUGITIVE_BACKSTORY_WALDO "waldo"
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#define FUGITIVE_BACKSTORY_INVISIBLE "invisible"
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///Backstory keys for the fugitive team backstories
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#define FUGITIVE_BACKSTORY_PRISONER "prisoner"
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#define FUGITIVE_BACKSTORY_CULTIST "cultist"
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#define FUGITIVE_BACKSTORY_SYNTH "synth"

code/__DEFINES/flags.dm

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#define MEGAFAUNA_SPAWN_ALLOWED (1<<5)
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/// Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
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#define NOTELEPORT (1<<6)
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/// Protected from certain events
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#define EVENT_PROTECTED (1<<7)
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// Update flags for [/atom/proc/update_appearance]
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/// Update the atom's name

code/__DEFINES/is_helpers.dm

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#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
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#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
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#define iszombie(A) (is_species(A, /datum/species/zombie))
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#define isinfectedzombie(A) (is_species(A, /datum/species/zombie/infectious/gamemode))
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#define IS_INFECTEDzombie(A) (is_species(A, /datum/species/zombie/infectious/gamemode))
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#define isspitter(A) (is_species(A, /datum/species/zombie/infectious/gamemode/spitter))
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#define isskeleton(A) (is_species(A, /datum/species/skeleton))
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#define ismoth(A) (is_species(A, /datum/species/moth))

code/__DEFINES/jobs.dm

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/**
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* =======================
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* WARNING WARNING WARNING
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* WARNING WARNING WARNING
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* WARNING WARNING WARNING
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* =======================
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* These names are used as keys in many locations in the database
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* you cannot change them trivially without breaking job bans and
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* role time tracking, if you do this and get it wrong you will die
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* and it will hurt the entire time
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*/
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//No department
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#define JOB_ASSISTANT "Assistant"
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//Command
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#define JOB_CAPTAIN "Captain"
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#define JOB_HEAD_OF_PERSONNEL "Head of Personnel"
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#define JOB_HEAD_OF_SECURITY "Head of Security"
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#define JOB_RESEARCH_DIRECTOR "Research Director"
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#define JOB_CHIEF_ENGINEER "Chief Engineer"
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#define JOB_CHIEF_MEDICAL_OFFICER "Chief Medical Officer"
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//Silicon
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#define JOB_AI "AI"
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#define JOB_CYBORG "Cyborg"
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#define JOB_PERSONAL_AI "Personal AI"
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//Security
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#define JOB_WARDEN "Warden"
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#define JOB_BRIG_PHYSICIAN "Brig Physician"
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#define JOB_DETECTIVE "Detective"
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#define JOB_SECURITY_OFFICER "Security Officer"
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#define JOB_SECURITY_OFFICER_MEDICAL "Security Officer (Medical)"
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#define JOB_SECURITY_OFFICER_ENGINEERING "Security Officer (Engineering)"
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#define JOB_SECURITY_OFFICER_SCIENCE "Security Officer (Science)"
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#define JOB_SECURITY_OFFICER_SUPPLY "Security Officer (Cargo)"
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//Engineering
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#define JOB_STATION_ENGINEER "Station Engineer"
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#define JOB_ATMOSPHERIC_TECHNICIAN "Atmospheric Technician"
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//Medical
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#define JOB_MEDICAL_DOCTOR "Medical Doctor"
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#define JOB_PARAMEDIC "Paramedic"
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#define JOB_CHEMIST "Chemist"
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#define JOB_VIROLOGIST "Pathologist"
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//Science
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#define JOB_SCIENTIST "Scientist"
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#define JOB_ROBOTICIST "Roboticist"
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#define JOB_GENETICIST "Geneticist"
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//Supply
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#define JOB_QUARTERMASTER "Quartermaster"
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#define JOB_CARGO_TECHNICIAN "Cargo Technician"
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#define JOB_SHAFT_MINER "Shaft Miner"
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#define JOB_BITRUNNER "Bitrunner"
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//Service
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#define JOB_BARTENDER "Bartender"
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#define JOB_BOTANIST "Botanist"
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#define JOB_COOK "Cook"
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#define JOB_JANITOR "Janitor"
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#define JOB_CLOWN "Clown"
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#define JOB_MIME "Mime"
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#define JOB_CURATOR "Curator"
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#define JOB_LAWYER "Lawyer"
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#define JOB_CHAPLAIN "Chaplain"
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#define JOB_PSYCHOLOGIST "Psychologist"
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// we should probably use these, but it'll be part of a different pr, otherwise it can break shit
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// i'm leaving this here though as a reminder... hopefully
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#define JOB_AVAILABLE 0
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#define JOB_UNAVAILABLE_GENERIC 1
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#define JOB_UNAVAILABLE_BANNED 2

code/__DEFINES/logging.dm

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#define LOG_RADIO_EMOTE (1 << 20)
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#define LOG_SPEECH_INDICATORS (1 << 21)
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#define LOG_TRANSPORT (1 << 22)
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#define LOG_STORYTELLER (1 << 23)
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//Yogger's Loggers
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#define LOG_NTSL (1 << 23)
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#define LOG_CATEGORY_ATTACK "attack"
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#define LOG_CATEGORY_CONFIG "config"
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#define LOG_CATEGORY_DYNAMIC "dynamic"
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#define LOG_CATEGORY_STORYTELLER "storyteller"
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#define LOG_CATEGORY_ECONOMY "economy"
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#define LOG_CATEGORY_FILTER "filter"
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#define LOG_CATEGORY_MANIFEST "manifest"

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