Fixes check antag when gods are dead.
Borging antags no longer announces removal of antag status.
Removes stun from Smite.
Fixes#12929Fixes#12927Fixes#12936
Fixes healing fountain construction sprite.
Nexus are now destroyed properly.
Borged cultists will now lose antag status properly.
Round end message fixed.
Feedback messages improved to be clearer, and lots of typos fixed.
Smite no longer uses up faith if there is no valid target in the turf.
Adds an atom/attack_god() proc.
Fixes the greeting messages for prophets and followers, improves god msg.
Fixes nexus being spawned on dense turf after 2min, and general sanity.
Fixes attacking structures with abstract items.
Adds click delay and attack animation for attacking structures.
Fixes a lot more typos.
Fixes defense pylon friendly fire.
Makes defense pylon togglable on its god's click.
Cleans up gun_turret code a little in general.
Adds deconversion by loyalty implant or holy water (basically rev+cult).
Gods will now die when they have no followers left.
Adds the HoG gods to the traitor panel.
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
The ressurection spell can only be used while dead/dying and charges at all times. When used the lich gains a new body at the site of their phylactery and is stunned for a short while. Meanwhile the old wizard body crumbles to dust leaving all the wizards worldly possessions on the ground. Anyone who sees the corpse crumble will also get a cardinal direction pointing towards the wizard.
Every time the wizard dies this way, the time between ressurections is increased by a minute. To take a lich out of the game for good, either destroy the body before the lich can cast the spell again, or destory the phylactery and kill the wizard one last time.
Liches spawn with robes and spells intact, but nothing else, everything collected on their original body stays there.
As a balance issue, this spell can't be used in the den, the item must be bound after arriving at the station.
Adds a nice black wizard robe ensemble for liches.
Magic mirrors (save for a special badmin only one) can no longer skeletonize people.
Adds a hopeful mulligan fix to wizard rounds problems. Also corrects an adminlog message.
In the extremely unlikely event where a round that qualifies for revolution produces no heads (there' a lot of checks to prevent this) mulligan will warn the admins that there's no antags.
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Fixes a slight oversight in a sanity check where shuttles could get stranded in a rare few situations where "accidental extended" occured due to shinanagans.
Also simplifies blob check_finished to bring it a bit more in line with other modes so it hopefully stops being an unpredictable pile of crap
Genernalized generic antag checking to just /mob/ because blob overminds (mob/camera) are now supported.
Players who would otherwise qualify to play as an implanted job will spawn as the most wanted not implanted job they qualify for if they are an onstation antagonist. If they don't qualify for any job in this way depending on preferences they will either spawn as an assistant or a random job (which also makes sure they don't end up in an incompatible job).
Note this doesn't impact late join antagonists or mulligan antagonists. Roundstart only.
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