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Bitrunning hotfix 3 (#78818)
## About The Pull Request The next round of small changes to how bitrunning works - mostly from feedback, bug reports etc. - The loot crate delivery spot is now a buildable machine (the byteforge), making it replaceable in the event of a disaster - Same for netpods and quantum consoles. These boards are now researchable and buildable. - New icons for the byteforge and the health monitor - Some bug fixes around despawning avatars - Reimplements one of the bitrunning unit tests <details> <summary>Pictures ⬇️</summary> Host monitor  Byteforge  Spawning a crate  </details> ## Why It's Good For The Game Bitrunning bug fixes and personal requests Fixes #78571 Fixes an issue reported in discord - players stuck as gondola spawn ## Changelog 🆑 fix: Added extra checks to bitrunning domain cleanup so avatars are deleted properly. add: Quantum servers now look for a new machine called a byteforge to spawn loot on- no longer on an invisible landmark. This should make the rooms rebuildable after disasters. add: *Most* bitrunning machinery is now researchable and buildable via circuits in the engineering protolathe. /🆑
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@@ -0,0 +1,55 @@
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/obj/machinery/byteforge
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name = "byteforge"
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circuit = /obj/item/circuitboard/machine/byteforge
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desc = "A machine used by the quantum server. Quantum code converges here, materializing decrypted assets from the virtual abyss."
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icon = 'icons/obj/machines/bitrunning.dmi'
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icon_state = "byteforge"
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obj_flags = BLOCKS_CONSTRUCTION
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/// Idle particles
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var/mutable_appearance/byteforge_particles
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/obj/machinery/byteforge/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/byteforge/LateInitialize()
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. = ..()
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byteforge_particles = mutable_appearance(initial(icon), "on_particles", ABOVE_MOB_LAYER)
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setup_particles()
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/obj/machinery/byteforge/update_appearance(updates)
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. = ..()
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setup_particles()
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/// Adds the particle overlays to the byteforge
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/obj/machinery/byteforge/proc/setup_particles()
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cut_overlays()
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if(is_operational)
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add_overlay(byteforge_particles)
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/// Begins spawning the crate - lights, overlays, etc
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/obj/machinery/byteforge/proc/start_to_spawn(obj/structure/closet/crate/secure/bitrunning/encrypted/cache)
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addtimer(CALLBACK(src, PROC_REF(spawn_crate), cache), 1 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE)
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var/mutable_appearance/lighting = mutable_appearance(initial(icon), "on_overlay")
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flick_overlay_view(lighting, 1 SECONDS)
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set_light(l_range = 2, l_power = 1.5, l_color = LIGHT_COLOR_BABY_BLUE, l_on = TRUE)
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/// Sparks, moves the crate to the location
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/obj/machinery/byteforge/proc/spawn_crate(obj/structure/closet/crate/secure/bitrunning/encrypted/cache)
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if(QDELETED(cache))
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return
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playsound(src, 'sound/magic/blink.ogg', 50, TRUE)
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var/datum/effect_system/spark_spread/quantum/sparks = new()
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sparks.set_up(5, 1, loc)
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sparks.start()
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cache.forceMove(loc)
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set_light(l_on = FALSE)
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